Jump to content

Create a Class


Mandokarla
 Share

Recommended Posts

Use the mythical Visna Seal for reclassing any female (except elderly characters, hence it's name) unit into:

Shieldmaiden. Armored attractive young women who dedicated their divine shields for defending themselves and their allies from far-attacks. Good HP, descent Str, very low Mag, descent Skill, very low Spd, average Luck, high Def, very high Res. Armor class. Female-only class. Sword E, Lance E. Skills:

Lv.1.: Blesssed Mail. Critical Avoid +30 and Damage taken -3 from tome, magical weapon, any throwing weapon, bow, and artillery's cannon.

Lv.10.: Melee. Hit Rate +40 againts the opponent who equipped with tome and bow.

Lv.25.: Assault. Critical Rate +20 againts opponent who equipped with magical weapon and any throwing weapon.

Lv.35.: Rune Shield. Have a change to 75% reduce damage taken from tome, magical weapon, throwing weapon, bow, and artillery's cannon. Trigger: (Luck/2)%.

Nb. Throwing weapons were not only dagger or shuriken, but also hand axe, javelin, etc.

Honestly I never agree about armored antimagic unit, since they have disadvantages on mountainous and desert tiles for chasing and hunts down enemy mages. But since so many people favors them, ...well....can't be helped... :D:

Edited by illegal knight
Link to comment
Share on other sites

  • Replies 152
  • Created
  • Last Reply

Top Posters In This Topic

1 hour ago, illegal knight said:

Shieldmaiden.

And about her counterpart.

Use Ironspell Seal to reclassing any unit into:

Mirage Knight. The rare mounted spellcasters who able to adept magic while still wearing their heavy armor and maintaining their good mobility. Good HP, very low Str, good Mag, average Skill, very low Spd, descent Luck, high Def, good Res. Mounted class. Armor class. Literally a magical Great Knight without all their physical weapons and shield. Tome E. Skills:

Lv.1.: Direct Magic. Hit Rate +30 and Damage dealt +5 when attack enemy with tome at range 1.

Lv.10.: Magical Blast. Hit both targets which pairing-ups or supporting ups with equal damage.

Lv.25.: Counterbreak. When attacking the enemy, nullifies all enemy's attacking Skills while counterattacking the user.

Lv.35.: Multispell. When wielding a tome and carrying multiple tomes with different elements in the user's inventory, there's a change that each different elemental tomes with highest attack power will hit the enemy once. Damage output 0.75 each element tome attack. Trigger (Luck/2)%.

 

Honestly same as the class above. I never agree about armored spellcaster unit, since they also have disadvantages on mountainous and desert tiles. Beside, this class has high potential to crashing the balance, so that's why armored-spellcasters naturally didn't exist in any game. But since so many people were looking forward for their existance, well....can't be helped too...:D:

Link to comment
Share on other sites

Fanatic. The illogical extremists who defies the facts and "serve" the God so-unfaithfully. Average HP, good Str, no Mag, good Skill, high Spd, average Luck, average Def, low Res. Lance E, Axe E, Dagger E. Skills:

Lv.1.: Defy Magic. Avoid +50% when attacked by tome and debuffed by staff.

Lv.10. Defy Airborne. Critical Rate and Critical Avoid +10% againts Fliers.

Lv.25.: Defy Morph. Hit Rate and Avoid +25% againts Manaketes and Beastmen.

Lv.35.: Inquisition. If the Spd stat enough to perform double attacks, the user will able to perform triple attack againts enemy's tomewielder, staffwielder, flier, manakete, and beastman.

 

By Nameless Seal, the forbidden unknown seal from the unknown world.

Link to comment
Share on other sites

Avatar (my unit). As the Tactician - Grandmaster's counterpart who focus for assist and attack, he/she would be focused for protect and serve (No! He/she's not a cop!). If Str & Mag > Def & Res, he/she would become a Tactician; If Str & Mag < Def & Res, he/she would become:

Protector. The Lord's adjutant who will protect the Lord and serve the military. Best HP and various stats. Armor class. Lance E, Staff E. Skills:

Lv.1.: Cover. Auto-swap position with an ally next to user who suffered heavy damage by enemy unit in enemy's turn, except if the ally unit got KOed. Trigger: the user's HP still more than 80% and the ally unit suffers damage more than their own 60% of max.HP.

Lv.10.: Providence. The user and all ally units in 3 tiles radius around the user are immune to all debuffs (poison, sleep, etc).

Promotion after Lv.10 or more:

Defender. Lance D, Staff D. Skills:

Lv.5.: Devotion. Active. Reduce 50% of all ally unit's damage-taken in 2 tile radius around the user, but the user suffers 25% damage-taken from those ally units. Doesn't work if user's HP less than 50%.

Lv.15.: Great Shield. When battle, damage taken becomes 0 or no-damage. Trigger : [(total all 7 stats)/10]%

Link to comment
Share on other sites

Supplier. Similar with magical mechanics of the Ballistician device, but these units were not for combative role and cannot attack nor counterattack. Resembles with the role of Merlinus Wagon (ref.: GBA's Fire Emblem) but not as a mobile-warehouse. Technically, these supply wagon units were "unarmed Ballisticians". Very high HP, no Str, no Mag, no Skill, worst Spd, best Luck, very high Def, worst Res. Movement 3. Armor class. -unarmed- . Skills:

Lv.1.: Produce. Active. Create a "Vulnerary ×3" with 25% success rate. This Skill gain exp.and good for self grindings to the user no matter the producing were succeed or not. The user must be in Supplier class.

Lv.10.: Rations. All HP-restoring effects by staves, items, or Skills +5 for entire ally units in 5 tiles radius around the user. The user must be in Supplier class.

Lv.25.: Magical Tools. Active. Select an ally unit next to the user and restores all the weapon's durabilities in the ally unit's inventory. Gain exp.to the user. The user must be in supplier class.

Lv.35.: Drug-Launcher. Active. Only avaiable to use a "Vulnerary ×3" in inventory and launch it for restores ally units HP. Same amount HP restores as vulnerary. Same AoE as Ballistician "cannon" in FATES DLC unit. Range 2-5. Give exp.to the user. The user must be in Supplier class.

Link to comment
Share on other sites

Demon God. The dark omnipotent beings who brings the end of the world. HP and all stats various depending on the game's difficulty. Movement 3. Dark energy S, range 1-3. Skills:

Dark Blood: Immune to all debuffs. Immune to all harming Skill effects. Reduce damage taken by half.

Armageddon. Each start of the enemy's turn, all player's units suffers 3 damage. Total all those of damages restores the user's HP.

Reanimating. Each start of the player's turn, restores 4 enemy's defeated units back to battlefield.

Final boss exclusive class.

 

(I hope all threads, including this thread, might be able to inspired IS to improves the next series for the glory of Fire Emblem....and it's looks like...I'd created too many classes...somebody....stop me!!!)

Link to comment
Share on other sites

The Lord who initially not from any charismatic figures of royalties/nobilities, nor from any commanding figures of armed forces (armies, navies, sell-swords, or bandits), but from civilian. The expert combative negotiator. Average HP, descent Str, descent Mag, good Skill, good Spd, Average Luck, low Def, low Res. Infantry. Movement 5. Bow E, Tome E. Skills:

- Arcus - innate - unremovable. Point Blank + able to use command: Capture ('captured' were considered as 'defeated').

-Lv.1.: Backpack. Inventory slots +2, unremovable if still has the items in it.

-Lv.10.: Movetaker. Movement +1 after defeated an enemy until the end of battle chapter. Max +5. Could not equipped other -taker Skills before removed.

 

Promoting item aquired after several scripted scenarios. The Lord got 2 weapons : Northern Bow and Southern Tome. Both prf. weapons and inventory-locked. The promoting item Elven Seal will be able to use after the Lord Lv.10 or more to becomes the Chief Lord. Bow D, Tome D. Max wpn prof.: Bow A, Tome A. Skills:

- Remotis. - innate - unlocked after promoted. Bowfaire + Tomefaire.

-Lv.5.: Centrum. Ignis + Rend Heaven. Trigger: (Skill/2)%.

-Lv.15.: Eminus. Bow attack range +1, Tome attack range +1.

 

Since this Lord isn't from royalty, nobility, or any armed-force, this Lord doesn't have any charismatic or leadership Skills with "figure-effects" (example : Charm) on the battlefields. The stories may flowing from inviting civilians who capable for combat, capturing the bandits, hiring mercenaries, until negotiating with military or political figures. Yes, the storyline might be able to developed into the tales of rebellion in the world of Fire Emblem.

BTW, when I read about "Bow Lord" or "Mage Lord" preferences, I think: "why not both Lords just mixed to become one Lord?", so the player would be free to played the Lord as the Bow-one or the Mage-one.

 

Link to comment
Share on other sites

Universalist:

It's sort of like an overclass for a Grandmaster, and now you can use staves giving you the ability to heal in addition to previously being able to attack physically and magically.

Growth Modifiers: HP: 15% Atk: 20% Mag: 20% Skl: 30% Spd: 15% Lck: 5% Def: 15% Res: 15%
Weapons: Tomes - A Rank, Swords - A Rank Staves - B Rank
Skills: 1. Superior Mind - Grants Hit/Avo+15 while unit's HP > 50%. 2. Fusion Shield - Decrease damage taken by 30% (Trigger% = Skl)

Edited by Ae†her
Link to comment
Share on other sites

I had an awesome name, but I don't know what sort of unit/growths/characters it would be...

Any ideas for a class named Dark Cleric?

Link to comment
Share on other sites

Dark Dancer

Basically a dancer that uses nosferatu instead of a sword.

Wears dancer garb, but add more darker colors.

Link to comment
Share on other sites

Use the rare Glutton Seal to reclassing into the Dark Chef. The insane darkness spellcasters who has their souls becomes one with the gluttonous darkness itself. Same stats growth with Sorcerer, but slightly better Mag and slightly lower Def. Infantry. Tome E, Dagger E. Skills:

Lv.1.: Shadowgift.

Lv.10.: Favorite Enemy: Mountings. Int +5, damage dealt +5, damage taken -5, Critical rates +25 againts all mounted units, including fliers. Restores full HP after defeating mounted units and aquires Horse Meat ×5 or Bird Meat ×5 (if defeated Kinshi Knights). Must have Dagger in the user's inventory and must wield Dark tome to activate this Skill.

Lv.25.: Favorite Enemy: Beastmen. Int +5, damage dealt +5, damage taken -5, Critical rates +25 againts Beastmen units. Restores full HP after defeating Beastmen units and aquires Wild Meat ×7. Must have Dagger in the user's inventory and must wield Dark tome to activate this Skill.

Lv.35.: Favorite Enemy: Dragons. Int +5, damage dealt +5, damage taken -5, Critical rates +25 againts Dragon units, including Wyverns and untransformed Manaketes. Restores full HP after defeating Dragon units and aquires Drake Meat ×9. Must have Dagger in the user's inventory and must wield Dark tome to activate this Skill.

Edited by illegal knight
Link to comment
Share on other sites

A young bastard prince who has a background from the Imperial Navy. Born from one of the late Emperor's peasantry slaves. His country annihilated by the massive civil wars led by two princes who fights for the throne after the Emperor's passed away. His mother and his most half-siblings has been perished. He saved by his friends and a "Jagen-type" Wyvern Lord elderly admiral. He must do hard works for the trust of the people in order to gains his force to supressing the civil war and the threats of the four neightbouring kingdoms which prepared to attacking his homeland. Prodigious young commander of the marine and naval warfares.

Lord. Good HP, good Str, worst Mag, average Skill, average Spd, descent Luck, descent Def, worst Res. Movement 5. Marine. Lance E. Skills:

- Horizon. Personal Skill - innate - unremovable. The user and all ally units in 3 tiles radius around the user gains Skill +2 and Spd +2. Stack with other Skills.

- Lv.1.: Aquatic Combatant. Str +1, Def +1. Damage taken -75% if the user attacked by water elements.

- Lv.10.: Nihil.

By the script, finally he knew about his mother's heritage, he promoted by people and his forces to becomes an admiral, got his sacred Trident lance (prf. Atk range 1-2), and found a captivated blue egg which reacted with Wave Seal for promoting after Lv.10 or more and become:

Drake Lord. Riding the rare divine blue flying sea dragon that he named him "Francis". Movement 8. Flying. Lance D. Skills:

- Holy Dragon Aura. Innate - Learned after promoted. Negates the user's flier and dragon weaknesses. Gains 10 HP for the user and all ally units in 3 tiles radius around the user at the start of player's turn if the user stands on any water tile.

- Lv.5.: Eclipse. Trigger: (Skill/2)%

- Lv.15.: Dive Impact. Damage dealt +5 againts enemy's fliers and cavalries.

_______________________________________________________________

Besides his several wyvern riders, curates, mages, pegasus/sky knights, archers, seamen, and pirates companions who aboard to his warship, he has an ally mermaid with ability as a manakete (transforms to becomes a Leviathan), and a seafahrer-type close friend in the navy with the class as Captain and will be promoted to becomes a Commodore (note: his class is special class of a sailor character and unmodified since he's not considered as an avatar).

They must liberates archipelago's islands and the country's coasts, repels enemy's navies, and finally must invade their homeland for rescue the Lord's half-sister and her knights companies along with her infantries, clerics, volunteers, and mercenary forces, joins up, and save their country by destroying their both eldest half-brother's forces and executed them for good. The force's next missions are to counterattack all the hostile kingdoms and conquer them as enforcing the empire's authority.

Link to comment
Share on other sites

Looking at all the classes here piqued my imagination. So...

Channeler - The sword user that is trained in channeling elemental magic through their body. Uses swords.

Stats: High STR/MAG/RES, Average HP/SPD/SKL, Low DEF/LCK.

Lvl 1: Channel Element - Command: Allows channeling of one of the four elements. Lasts until different channel is used:

Element boosts: Fire - +3 damage dealt; Water - + 10 Avoid/Dodge; Wind - +3 effective speed (basically only affects doubling); Earth - -3 damage taken.

Lvl 10: Critical Drain - Restores 20% of damage dealt when doin a critical hit.

Lvl 25: Magic Arrow - When attacked and unable to counter with equipped weapon, counters with Magic Arrow (5 MT, 85 HIT, 5 CRIT, 1-2 Range, Magical damage) instead.

Lvl 35: Elemental Fury - Channel Fire also provides +25 CRIT; Channel Water provides LCK/2% chance to reduce damage taken to 1; Channel Wind prevents counterattacks; Channel Earth prevents double attacks on both sides. Only works when HP is above 75%. Only usable in Channeler Class (even if Channel Element is used in another class).

Link to comment
Share on other sites

A young princess who has a background from the Imperial Army and was born from one of the late Emperor's (now) deceased mistress. His country destroyed by the massive civil wars led by two princes who fights for the throne after the Emperor's passed away. She believed that entire half-siblings has been perished by the massacres. She saved by her friends and a female "Seth-type" Paladin officer. She must do hard works for the trust of the people in order to gains her force to supressing the civil war and the threats of the four neightbouring kingdoms which attacking and ravaging her homeland. Strong and smart fighting princess with the sense of justice.

Lord. Better HP, average Str, worst Mag, average Skill, descent Spd, average Luck, good Def, worst Res. Movement 4. Sword E. Skills:

- Endurancer. Personal Skill - innate - unremovable. The user and all ally units in 3 tiles radius around the user gains Luck +2 and Def +2. Stack with other Skills.

- Lv.1.: Deft. HP +4, Skill +1. Reduce damage taken by -2.

- Lv.10.: Banding. Simultaneously attack enemy with her ally support or pair-up unit. Both gains same amount of exp. Formulae for hit and critical rates: both units total hit rates ÷2, and both units total critical rates ÷2. May hits with critical hits, by their own Skills (with their own trigger rates), or missed the attack both altogether.

By the script, she finally learns that her younger half-brother is still alive and foughts on the water. Then she promoted by people and her forces to becomes a general, got her sacred Laevatein Sword (prf. Atk range 1-2), and found the sacred Emblem Shield which reacted with her Bright Seal for promoting after Lv.10 or more to become:

Shield Lord. Granted by the blessed mail of the legendary first Empress. Movement 5. Armored. Sword D. Skills:

- Minerva Armor. Innate - Learned after promoted. Negates the user's armor-type weaknesses. Critical Evade +5 for all ally units in 3 tiles radius around the user.

- Lv.5.: Luna+. Ignore enemy's avoid and Def. Trigger: (Skill/2)%

- Lv.15.: Empress Shield. Negates enemy's critical rates from all Str-based weapons or attacks for user and the pairing-up unit.

_______________________________________________________________

She fights with her knights company, troubadours, clerics, archers, mages, mercenaries, fighters, and beastmen with a manakete for help and defending people, but they also hunted down by any of her elder half-prince's massive forces.

Her force finally met and joins up with her younger half-brother's force, and save their country by destroying their both eldest half-brother's forces and executed them for good. The force's next missions are to counterattack all the hostile kingdoms and conquer them as enforcing the empire's authority.

Link to comment
Share on other sites

Squire. Descent HP, descent Str, no Mag, average Skill, very high Spd, average Luck, very low Def, low Res. Movement 5. Infantry. Dagger E. Skills:

Lv.1.: Cover-up. Terrain-effect's avoid bonus ×2.

Lv.10.: Windwalk. Negates all terrain movement reductions, except water tiles.

 

Promotion after Lv.10 or more:

1. Escorteer. Movement 6. Infantry. Dagger D, max.wpn.prof.: Dagger S. Skills:

Lv.5.: Retort. After the battle, seals the enemy's cavalry or airborne units type's all stats -3.

Lv.15.: Rally Spirits. Active. All allied infantry and armor units in 3 tiles radius around the user gains Hit Rate +15, Avoid +15, Critical +15, and Critical Evade +15 for 1 turn.

 

2. Begleiter. Movement 7. Cavalry. Dagger D, max.wpn.prof.: Dagger S. Skills:

Lv.5.: Quagmire. After the battle, seals the enemy's infantry or armor units type's all stats -3.

Lv.15.: Rally Souls. Active. All allied cavalry and airborne units in 3 tiles radius around the user gains Hit Rate +15, Avoid +15, Critical +15, and Critical Evade +15 for 1 turn.

Edited by illegal knight
Link to comment
Share on other sites

Mentor. Use the Foster Seal for reclassing into this Class. Can only be used by old / mature / elderly characters. Average HP, descent Str, descent Mag, descent Skill, descent Spd, best Luck, low Def, low Res. Movement 7. Cavalry. Bow E, Tome E, Staff E. Skills:

Lv.1.: Advice. The user and all ally units in 2 tiles radius around the user will gain exp ×2 after the battles. Stack with any exp-gain Skills.

Lv.10.: Punishment. When initiates the battle, enemy will be unable to perform counterattack or any hit, and the user unable to performs double attack.

Lv.25.: Wisdom. All ally-units which pairing-ups in 3 tiles radius around the user will have their supporting boosts ×2.

Lv.35.: Succession. Active. Range 1-3. Restores an ally-unit's turn.

Link to comment
Share on other sites

White Knight: A Knight with abilities similar to magic to atack or buff the team. Also strong against mages (idea came from templars and seeker from dragon age of all thing)

Black Knight:  (yes,now it's a class) Similar to WK,but the oposite,debuffs enemies and abilities like dark magic 

Battle Mage:  I know some classes can use swords and magics but this one is a mage who equips heavy armor ,swords and tomes (def and res will need to be balanced)

Blood Mage: (some of you will get the reference): mages who use their own blood (HP decreases) to power up their spells. 

Gunner: yes,I'm proposing guns be introduced to FE universe as a new ranged weapon,but maybe they can be a more medieval type of thing. 

Gunners can reclass in to three paths instead of two: snipers (can atack with more range but not CC), bruiser (does more damage at close range with shotgun type and is more tanky) and soldier (balanced with a assault rifle ). A new element to balance them is ammo. You have a certain amount of ammo for each mission (can be improved with skills) and once you are out you're stuck with a combat knife (the bruiser class does more damage with the knife)

Witcher Bounty Hunter: Unit that does more damage to monsters and animals (including mounted enemies,pegasi,etc) can use swords and tomes (but tomes only to c rank). They have a weakness for sorceress tho

Machine: a new type of unit similar to the constructs in fates. they cant support or gain bonuses (if the game has dual support system) but they don't count as units so they don't take a space in number of deploy. They still have growths but instead of skills they gain improments (like more range,atacks that does more damage to mages,or armored units,etc)

They also have three promotions instead of two (but can only reclass between those 3): walls: the machine gets more defense but cant move (but get a powerfull counter atack),and archers gets bonuses when near them (like if they were shooting from the walls), breachers : focused on atack but a little fragile,can also blow up doors if you dont have a thief in hand,gets a boost to movement and speed and the last one is vehicle: the machine turns into a kind of a bus,it gains a huge boost to mobility (like move 10-11) and can carry two units but cant atack anymore (it has a weak counter atack). Also units get bonusses when inside them but can only counter atack ,good for moving your generals around. 

Enginner: the enginner is a new class complementing the newly introduced machines. since the machines can't recover HP the enginners can repair them . they give bonuses to each other but the enginner is locked to his repair tool to atack . To not make they feel so useless or too situational,they can also repair your weapons (tho only once per battle and not legendary weapons) 

Wizard: male version of the witches,instead of teleporting themselves they can teleport a ally (count as a action tho,like dancing)

Edited by Vinicius Salerno
grammar mistake
Link to comment
Share on other sites

Another special class that added to shapeshifter ranks, but they are not shapeshifter at all. They are "unarmed" combatant who have the roles as another completions of 'weapon triangle': dragonstone-beaststone-unarmed-dragonstone (dragonstone and beaststone are considers as unbreakable 'weapons'). Their primary stat for damage output are Str-based.

Grappler. The unarmed tribesmen who forge their own bodies and minds into the weapons. Good HP, good Str, worst Mag, high Skill, high Spd, average Luck, very low Def, very low Res, movement 5. Infantry. Skills :

Lv.1.: Self Discipline. When the user is a grappler, Str +1, Damage Dealt +3, Hit Rate +5.

Lv.10.: Drake Killer. When the user is a grappler, their attack effective againts Dragons / Manaketes (not Wyverns).

 

Promotion after Lv.10 or more :

 

Champion (Male). Movement 7. Mariner. Skills :

Lv.5.: Flying Kick. When the user is a champion, their attack effective againts fliers.

Lv.15.: Cyclone Kick. When the user is a champion, after the battle, all adjacent enemy units around the user suffers 8 damage. May defeated the enemies. Gain exp.and item drops if the enemy has defeated.

 

Fistmaiden (Female). Movement 7. Forester. Skills :

Lv.5.: Penetrate Punch. When the user is a fistmaiden, their attack effective againts armours.

Lv.15.: Ground Punch. When the user is a fistmaiden, after the battle, all adjacent enemy units around the user suffers Movement -2, Avoid -30, and Critical Avoid -10 for 1 turn.

Edited by illegal knight
Link to comment
Share on other sites

20 hours ago, Vinicius Salerno said:

Gunner: yes,I'm proposing guns be introduced to FE universe as a new ranged weapon,but maybe they can be a more medieval type of thing.

Machine: a new type of unit similar to the constructs in fates. they cant support or gain bonuses (if the game has dual support system) but they don't count as units so they don't take a space in number of deploy. They still have growths but instead of skills they gain improments (like more range,atacks that does more damage to mages,or armored units,etc)

Hmmm... really? Since so many people are looking forward for more 'futuristic' features, then... can't be helped...

*********************************************

Ylisse, two and half century after Awakenings. The wars never change. Even so many technological advance and improved so many knowledge, the wars still never change. The histories are always repeat themselves....

Young Medic : "Teacher! What are these 'Staff' things?"

Historic Teacher : "Hundred years ago, people depends on Str and Magic for wars. The Staff used for treating the wounds."

Young Medic : "Magic? What is that? That's ridiculous! How can we treat the wounds by hocus-pocus things?"

Historic Teacher : "I have no idea myself, milady. But one thing should you knew : there's no medic kits on that time! Now class is over. You will aid your brother and his force later. The enemy will attack our home since the negotiate has failed. Tell me what equipments are exist now!"

Young Medic : "Yes! Assault Gun, Rifled Gun, and Machine Gun! Weapon triangle : Rifled Gun has longer range wins againts Machine Gun, Machine Gun massive firing wins againts Assault Gun, and Assault Gun which has superior firepower wins againts Rifled Gun. After that, Dagger if the ammo runs out (weapon durability) and Medic Kit for treating wounds."

Historic Teacher : "Good! But don't be fooled! Theories isn't always the same as practice! So you must be careful!"

Young Medic : "And what about this "Bow" thing? Isn't Archers are athletes?"

Historic Teacher : "Yes it is. But long time ago it was used for combat too. But now, do you thing the bows able to withstand againts guns? Of course not, right? Now this is your brother's class data, milady! Learn it and think how you able to support him!" :

Gun Lord. Average HP, worst Str, no Mag, good Skill, good Spd, low Def, no Res. Movement 5. Infantry. Assault Gun E rng 1-2. Skills :

- Charm - innate - unremovable

- Lv.1.: Radar. Skill +2, Hit Rate +5

- Lv.10.: Gun Kata. Speed +4, Def -1

Promotion after Lv.10 or more:

Mech Lord. Rides a flying combat "Machine" for wars. Movement 8. Flier. Assault Gun D rng 1-3. Skills :

- Lv.5.: One Shot. Damage Dealt ×3. Trigger : (Skill/2)%.

- Lv.15.: Nanomachine. Restore 25% HP on every player's turn.

When the "Gun" and "Machine" has been unknownly 'proposed and introduced' several decades ago, the Str stat now became unnecessary to developed. Damage output purely depends on the Gun's firepower only. Sword, Lance, Axe, and Staff only exist in museums. Bow and horse became sport tools. Vehicles became steeds, since maintaining the vehicles were far more cheaper, easier, and cleaner than maintaining a riding creature. Flying creatures in the verge of extinction since they often hunted down as a game of gun-shooting sports by riding the flying vehicles. Shapeshifters only lived in folklores since their terrible fates also the same as those flying creatures just because they were feared. With the Guns, even a Lv.1 Villager Class has became much more powerful than a Lv.20 Sniper Class or Sorcerer Class. Magic (Tomes) has been ceased to exist long time ago and replaced by the advanced knowledge, since logically "why should someone learning magic for a year when just enough to learns how to pulling a trigger just for some minutes for greater results?". Staves were unable to treated those gravely wounds from gunfires, except medical knowledge. No one need Tomes and Staves anymore since centuries ago, so the Mag and Res stats now only considered as jokes in the World of Fire Emblem.

Young Medic : "I hope all of us would be survived this battle later on. I want to invite my brother, teacher, and all of my friends to the zoo. I heard the Pegasus, Wyverns, and Kinshis now has inhabit in there. So our Griffon won't be feel lonely anymore..."

------------------------------------------------------------------

Gamer A : "Is this Fire Emblem?"

Gamer B : "No! It was Fire Emblem!"

Edited by illegal knight
Link to comment
Share on other sites

9 hours ago, illegal knight said:

Hmmm... really? Since so many people are looking forward for more 'futuristic' features, then... can't be helped...

*********************************************

Ylisse, two and half century after Awakenings. The wars never change. Even so many technological advance and improved so many knowledge, the wars still never change. The histories are always repeat themselves....

Young Medic : "Teacher! What are these 'Staff' things?"

Historic Teacher : "Hundred years ago, people depends on Str and Magic for wars. The Staff used for treating the wounds."

Young Medic : "Magic? What is that? That's ridiculous! How can we treat the wounds by hocus-pocus things?"

Historic Teacher : "I have no idea myself, milady. But one thing should you knew : there's no medic kits on that time! Now class is over. You will aid your brother and his force later. The enemy will attack our home since the negotiate has failed. Tell me what equipments are exist now!"

Young Medic : "Yes! Assault Gun, Rifled Gun, and Machine Gun! Weapon triangle : Rifled Gun has longer range wins againts Machine Gun, Machine Gun massive firing wins againts Assault Gun, and Assault Gun which has superior firepower wins againts Rifled Gun. After that, Dagger if the ammo runs out (weapon durability) and Medic Kit for treating wounds."

Historic Teacher : "Good! But don't be fooled! Theories isn't always the same as practice! So you must be careful!"

Young Medic : "And what about this "Bow" thing? Isn't Archers are athletes?"

Historic Teacher : "Yes it is. But long time ago it was used for combat too. But now, do you thing the bows able to withstand againts guns? Of course not, right? Now this is your brother's class data, milady! Learn it and think how you able to support him!" :

Gun Lord. Average HP, worst Str, no Mag, good Skill, good Spd, low Def, no Res. Movement 5. Infantry. Assault Gun E rng 1-2. Skills :

- Charm - innate - unremovable

- Lv.1.: Radar. Skill +2, Hit Rate +5

- Lv.10.: Gun Kata. Speed +4, Def -1

Promotion after Lv.10 or more:

Mech Lord. Rides a flying combat "Machine" for wars. Movement 8. Flier. Assault Gun D rng 1-3. Skills :

- Lv.5.: One Shot. Damage Dealt ×3. Trigger : (Skill/2)%.

- Lv.15.: Nanomachine. Restore 25% HP on every player's turn.

When the "Gun" and "Machine" has been unknownly 'proposed and introduced' several decades ago, the Str stat now became unnecessary to developed. Damage output purely depends on the Gun's firepower only. Sword, Lance, Axe, and Staff only exist in museums. Bow and horse became sport tools. Vehicles became steeds, since maintaining the vehicles were far more cheaper, easier, and cleaner than maintaining a riding creature. Flying creatures in the verge of extinction since they often hunted down as a game of gun-shooting sports by riding the flying vehicles. Shapeshifters only lived in folklores since their terrible fates also the same as those flying creatures just because they were feared. With the Guns, even a Lv.1 Villager Class has became much more powerful than a Lv.20 Sniper Class or Sorcerer Class. Magic (Tomes) has been ceased to exist long time ago and replaced by the advanced knowledge, since logically "why should someone learning magic for a year when just enough to learns how to pulling a trigger just for some minutes for greater results?". Staves were unable to treated those gravely wounds from gunfires, except medical knowledge. No one need Tomes and Staves anymore since centuries ago, so the Mag and Res stats now only considered as jokes in the World of Fire Emblem.

Young Medic : "I hope all of us would be survived this battle later on. I want to invite my brother, teacher, and all of my friends to the zoo. I heard the Pegasus, Wyverns, and Kinshis now has inhabit in there. So our Griffon won't be feel lonely anymore..."

------------------------------------------------------------------

Gamer A : "Is this Fire Emblem?"

Gamer B : "No! It was Fire Emblem!"

Wow! I see your point but you know,in damage based gameplay guns can totally be balanced to work with bows,magic and etc. Just look at final fantasy tactics (it even has a robot),the guns can be made to feel more medieval and the machines I'm proposing are just an evolution from the ones introduced in fates. 

Link to comment
Share on other sites

Thanks for your response. The "machine" in Fates as the Ballistician isn't canon things, but just DLC features. So the "machine" isn't truly exist. Some resources has a theory about those 'engines' in Fire Emblem lately aren't actually engines since it believed those things were technically works by magical devices (because the 'special fruits' for operating them has been extinct), including the 'robot' thing in 3H, so it would never be able to performed so well as the real mechanical things that should to be (so we could called them "false machines"). The Ballistician "cannon" doesn't actually firing gunshells, but massive numbers of spreading arrowspates. Beside, the SHOOTER (original name) or Ballistae / Ballistician was existed in the World of Fire Emblem before.

In the World of Fire Emblem, guns will never be able to work totally balance with bows, magics, etc! Guns existancy in the World of Fire Emblem will make all weapons (including all classes) there becomes obsolete! Do you think the IS-team are never think about it?

FFT is different than FE. FFT battle settings are much more complex than FE :

In FE, the max regular attack ranges only 1-3 so far and never have AoE attack (only special wpn/mgc has longer rng) when FFT may able to 1-6 (both rng phy or mgc) on relatively smaller maps than FE. FFT have both AoE atks or supports as regular playwise, that's why guns or machineries (which armed with laser) are able to join the balance. Beside, FFT able to "self training" since has ressurecting features and friendly-fires, while FE unable has it because "real death as Tactics Ogre".

FFT has 3 digits HP and FE only has 2 digits HP. From this differences, FFT able to has many various actions toward allies and enemies (including using guns with battle-skill/art-of-war), while FE unable to have those luxuries even tries with any balancing settings, so "advanced things" would drastically changing the story and playwise which made the FE becomes not-FE anymore, because allies and enemies would must be had those same features.

FFT field/terrain effects works too differently on FFT and FE. FE maps larger than FFT maps, so mobilities are necessary things in FE than FFT. Wpn rng shoot more far on higher terrains in FFT while FE doesn't (and no need to explains about vehicles-vs-horses, or even 'machine' vs blade-infantries things, since I believed that everyone logically had already knew it so well).

Some FE classes granted to wield multiple weapon types because the weapon-triangle rules but the FFT isn't, but FFT has various multiclass actions (same as example before : an Engineer/Machinist with Knight's skill as secondary actions), while FE only has equippable various Skills. So, even make only a special character who able to wield those "advanced things", it already crashing the balance in FE.

So many reasons that too long to explains here but FFT and FE are different worlds, backgrounds, gameplays, etc.

-----------------------------------------------------------------

Even we only creatively "making" FE classes here that might inspired by another games, we must imagine that we restrictly "lived" in the World of Fire Emblem only and not other "realms". Let every game "realms" has their own world and don't mix it up, since it has highly potential to change the "realm" itself. If only we granted so freely to create what we wants without any restrictions, dozen pages of this thread doesn't enough to contains my class-creations only.

So, no need to proposing "evolution" or something that will change the game itself, except if you want to totally change the respective game including changing game-titles as well. Gun is still a gun and machine is still a machine even it would be made to looks so 'medieval' things. Small example : The existancy of the Ragnarok Spaceship in the FF8 were enough to enrages FF-players since it must be never exist in the world of Final Fantasy.

Just general suggestion : when we create class, think about "turn the chessboard over", that means we can't make the class too OP since the class we made would be also the enemy's class as well. Beside we also must think about how those the classes may affects the base of stories, backgrounds, playwise, and balance.

----------------------------------------------------------------

And about your Wizard thing, it's the interesting class and fits in the World of Fire Emblem. :D: Allow me completing the class for you.

Wizard. The male counterpart of Witch. Use the Guiding Seal to reclassing any male unit into the respective class. Same stats, movements, and growth as Witch. Infantry. Tome E. Skills :

Lv.1.: Brightgive. Allow user to use Light Tomes.

Lv.10.: Demonbane. Effective attack againts monsters and undead units.

Lv.25.: Slayer. When battle, reduce half of the enemy's Res and added the half of the enemy's Res to the user's Mag for attacking the enemy. Trigger : (Mag/2)%.

Lv.35.: Warp. Active. Send an adjacent ally to the side of any other ally unit anywhere on the map.

Note: you may revise the description or Skills if you have better idea than mine.

Edited by illegal knight
Link to comment
Share on other sites

The country which exist as an archipelago kingdom in the World of Fire Emblem where the navigation skills and the naval or marine warfares exist as the stories / backgrounds. The oceanic cultures which may have friendly symbiotic mutualism between people and mythical marine biota may developed the military of the respective kingdom.

Good relationship between human and the sea creatures like the marine dragons, marine birds, sea serpents, orcas, dolphins, sharks, whales, giant squids, seals, and the massive numbers of giant turtles helped to improved the kingdom's forces. The navy and marines protecting kingdom and all marine biota there including giant turtles, and the giant turtles provide kingdom's need for military : the weaponries and armors!

Giant turtles remains those must died by old age (if not, it didn't provide any defense because it becomes fragile), "crafted" into military armors. Even not so sturdy as steel, but it has better Res and still durable enough for protects the wearer to withstands any hostile punishments without worry about drowning, despise the weight. The sharp bones were very durable and able to crafted into weapons. Many of the soft tissues were able to crafted into sheets those used for military uniform and the pages of tomes. Their outfits aren't different with their land-counterpart army members. Smell fishy? Obviously! The weapon which not from the giant turtle remains are only bows and staves. They made from special wood those exist in the kingdom's lands. (Since the weapons made by the animal remains and special wood, those weapon's durabilities are unrestoreable / unrepairable.)

The classes, weapons, and Skills are basically almost the same. The different is, these classes are amphibious units those operates both land and water counterpart than the regular Fire Emblem classes and able to aboardage the ships (if exist). Below are the list about the forces of Army - Navy  counterparts :

Royal Admiralties.

Lord (marine type). Squad type : elite-infantry-swimming marines.

Tactician - Captain. The marine-type Tactician class. Squad type : elite-infantry-swimming marines.

Sea Lord. Promoted Lord. Rides the unique scaled-type winged plesiosaurs-like creature. Flier. Winged Shield (innate). Squad type : giant-razorbill-riding sailors.

Grandmaster - Commodore. Promoted Captain. Rides the unique larger scaled-type plesiosaurs-like creature. Dismountable. Beast Shield (innate). Squad type : saltwater-crocodile-riding seamen.

Royal-Sailor ranks (squad type : giant-razorbill-riding sailors).

Wyvern Rider - Drake Knight. Rides the smaller-type winged plesiosaurs-like creature.

Wyvern Knight/Lord - Dragon Knight. Rides the winged powerful sea dragon. Innate : (Active) able to summon a Mystic Raft to an adjacent water tile. Cannot be unsummoned. Only one summoned Mystic Raft per chapter for every Dragon Knights. Mystic Raft's movements 8. "Drove" by unmounted Serpent Knight. Only able to moves on water tiles.

Malig Knight - Wyrm Knight. Rides the winged magical sea wyrm. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Rune Storm Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Rune Storm per chapter for every Wyrm Knights. Rune Storm Raft's attack range 3-10, "operated" by unmounted Storm Knight.

Pegasus / Sky Knight - Seagulls Knight. Rides the giant seagulls.

Falcon Knight - Albatross Knight. Rides the giant albatross. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Healing Wave Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Healing Wave per chapter for every Albatross Knights. Healing Wave Raft's works with same manners of Fortify, "operated" by unmounted Wave Knight.

Kinshi Knight - Osprey Knight. Rides the giant osprey. Innate : (Active) "install" an ally's adjacent Mystic Raft to become Ballista Raft. Cannot uninstalling. Unable to install the Mystic Raft that already installed. Only once installing the Ballista per chapter for every Osprey Knights. Ballista Raft's attack range 3-10, "operated" by unmounted Arcus Knight.

Dark Falcon - Dark Osprey (DLC only).

Royal-Seaman ranks (squad type : saltwater-crocodile-riding seamen).

Cavalier - Aqua Knight. Rides the plesiosaurs-like creature. Dismountable (movement 5 both land and water). Movement 7 on water tiles. Movement 4 on land tiles.

Paladin - Serpent Knight. Rides the larger-type and fastest plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and moving the unmounted ally's empty or "installed" Mystic Raft). Movement 10 on water tiles. Movement 7 on land tiles.

Great Knight - Hydra Knight. Rides the heavy-armor scaled type plesiosaurs-like creature which 'evolved' to have multiple heads and it's fins-like into finned solid legs. Dismountable (movement 5 both land and water). Movement 8 on water tiles. Movement 6 on land tiles.

Troubadour - Clergy Knight. Rides the smaller-type plesiosaurs-like creature. Dismountable (movement 5 both land and water). Movement 7 on water tiles. Movement 4 on land tiles.

Mage Knight / Strategist - Wave Knight. Rides the smaller-type plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Healing Wave Raft). Movement 8 on water tiles. Movement 6 on land tiles.

Dark Knight - Storm Knight. Rides the armored smaller-type plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Rune Storm Raft). Movement 8 on water tiles. Movement 6 on land tiles.

Ranger / Bow Knight - Arcus Knight. Rides the plesiosaurs-like creature which 'evolved' it's fins-like into finned solid legs. Dismountable (movement 5 both land and water, able to mounts and use unmounted ally's Ballista Raft). Movement 8 on water tiles. Movement 6 on land tiles.

Royal-Marine ranks (squad type : elite-infantry-swimming marines).

Armor Knight - Marine Knight.

General - Marine General.

Myrmidon - Blade Marine.

Swordmaster - Blademaster.

Mercenary - Privateer.

Hero - Corsair.

Sea Priest/Priestess - Marine Bishop

Fighter - Pirate (yes, let the old pirate class replacing the fighter class!)

Assassin - Frogman.

Villager - Fisher.

Spearfighter - Coast Lancer.

Spearmaster - Marine Lancer.

Sage - Aqua Sage.

Druid - Aqua Druid.

Lodestar - Star Lord (back to original class-name, but now have no terrain reduction movement on water-tiles. DLC only).

Soldier - Mariner.

The others are literally the same. The different is, all of them are marine-type that have no movement penalties on water tiles. Just give suffix "marine-" on the front of their classes. Example : marine-archer, marine-mage, marine-sniper, marine-sorcerer, etc, except Berserker, Thief, and Rogue (just remove their water-movement reduction and it already done!).

Royal Support and Auxilliary Force (have no squads but very usefull and powerful units).

Songstress - Mermaid (yes, the actual mermaid who able to transforms into fully human form).

Beastman : Zard. Amphibious shapshifter which has the form of lizardmen.

Manakete - Oceanid Manakete.

***************************************

Note: only two DLC class may exist, since others are much less useful.

Still create-a-class, but now for archipelago countries in the World of Fire Emblem.

Edited by illegal knight
Link to comment
Share on other sites

Chemist: An bright individual with extensive knowlage of medicines and salves.

Class growth rates:

Str: 5%

Mag: 5%

Skill: 25%

Speed: 10%

Luck: 35%

Def: 10%

Res: 30%

Equip: None

Skills:

  • Innate skill- Pharmacology: doubles the efficacy and uses of potions and tonics.
  • Learned at level 10- Salve: Allows the user to split a potion or tonic with all adjacent allies.

Promotes to Alchemist 

Alchemist: An arcane scholar with a mastery of brews- both beneficial and harmful.

Growth rates

Str: 10%

Mag: 10%

Skill: 35%

Speed: 15%

Luck: 35%

Def: 15%

Res: 25%

Equips: Knives

Skills:

  • Learned upon promotion- Mix: Allows the user to mix two items (not weapons) to create a special concoction to be used to harm enemies or help allies.
  • Level 15- double dip: Allows the user to use a potion or tonic and move and take action.
Link to comment
Share on other sites

Brawler

They don't use any weapons. Just their fists.

High Attack, Speed, Skill, and HP.

Low Defense, Resistance, and Luck

Promotes into Horseback Brawler

They still don't use any weapons. They just have a horse now.

Very high Attack, speed, skill

Middling HP and Luck

Low Defense and Resistance.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...