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what other status effects could exist?


Crimson
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well we already have poison, berserk, sleep, petrification, etc.

but what kinds of status effects do you think they should add to the fire emblem series? weird transformations (into toads, bunnies, pigs, etc.), getting set on fire, being unable to attack even if you have a weapon equipped, etc.

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leg paralysis. Can't move, but can still function.

Rage 1.5x atk, .5 def, loss of unit control, and may nit always attack.

Slow, mov becomes 2.

Shield. Blocks one incoming phys. attack

Force field. Blocks one incoming mag. Attack.

Ejection. Unit forcibly removed from battlefield fir the remainder of the battle.

Blindness. Accuracy/hit reduced by 50.

Duramin. Increases wear on weapon by 3 per strike

.

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hmm, never thought of that before, lemme think...

blinded - accuracy halved and FoW sight becomes 0 (5 turns, light magic or staff effect?)

drunk - it's like berserk, but only attacks enemies, and has halved stats. (effect lasts an entire map, can be story-inflicted)

broken - this unit has some broken bones and can either not walk or not attack (can be an effect of certain weapons or traps, to remove the effect, heal the unit with a mend or recover staff)

scared - this unit is scared of an enemy and is running away screaming (when coming 3 spaces near a unit that has significantly more stats, this unit will run at least to 10 spaces away from that unit.)

recover - this unit is recovering health equal to 20% of its magic stat (5 turns, could be a staff effect)

meh, forget that. just stay with what they have. any more and the game wouldn't be the same anymore.

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Cursed - Luck is reduced to zero!

Fatigued Exhausted - Unit cannot participate in the next chapter!

Apathetic - Unit won't bother counter-attacking or doubling.

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Lots of Western RPG status spells could be added, such as augmentations to stats. Also spells like water walking, levitation, illusion, and invisibility. Spells which malform terrain could also be interesting, but it'd have to be tamed in such a way that it can't break events.

I'd like to see some of the effects be spared from just staves, and be applied to actual magic. It'd be a bit more fun that way.

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You know FE10's Stun (that really sucked because when it activated it was almost always an OHKO)? Well, I think that could be played with. Maybe a side effect from Thunder Magic? Or as a sword skill?

Edited by Darros
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drunk - it's like berserk, but only attacks enemies, and has halved stats. (effect lasts an entire map, can be story-inflicted)

Thank you for making Makalov even more useless than he already is...

And shinon has suddenly been toned down in RD...

=D

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Infatuated: Has fallen in love with the caster and cannot attack them under any circumstances, but does automatic criticals to any unit allied with the caster and adjacent to him/her.

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well we already have poison, berserk, sleep, petrification, etc.

but what kinds of status effects do you think they should add to the fire emblem series? weird transformations (into toads, bunnies, pigs, etc.), getting set on fire, being unable to attack even if you have a weapon equipped, etc.

"Confuse"? There's a chance the unit might hit an adjacent unit with that. "Possessed"? The unit will be controlled by the enemy until the effect wears off or the caster dies. "Cursed"? The unit receives half the damage it gives to an enemy unit back to him/herself...

These were the only ones I could think off. =P

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some more ideas

threat - just killed the enemy commander, all enemies will try to get revenge on this unit (lasts rest of chapter)

elevated - this unit oversees all, all magic and arrows will get +8 range, though mag&str -3, spd -5 and def&res become 0 (staff effect?)

stuck - feet are magically glued to the floor, movement = 0 (staff effect, shove/smite or restore staff to heal)

weighed down - equipped weapon suddenly feels heavier. WT+20 (5 turns, staff effect)

more known one that should've been included in the Tellius series:

Feral: uncontrollable when ally, unit gets +5 in every stat except HP/lck, when Laguz he/she stays shifted. (during the game you could get vulneraries that are contaminated with the drug that creates a feral one, the cure is Heron Galdr)

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more known one that should've been included in the Tellius series:

Feral: uncontrollable when ally, unit gets +5 in every stat except HP/lck, when Laguz he/she stays shifted. (during the game you could get vulneraries that are contaminated with the drug that creates a feral one, the cure is Heron Galdr)

Ferals always stay in Beast form, that's the advantage of creating Ferals.

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