Scoot Posted November 30, 2019 Share Posted November 30, 2019 On 11/26/2019 at 11:04 PM, Scoot said: Okay now I have to do Vesperia and Abyss. vvvvvvvvvvvv: Reveal hidden contents Name: Yuri LowellCrest: NoneHouse: Blue LionsClass: MercenaryPersonal Skill: Vigilante (Self Avo+5 for every adjacent enemy)Strengths: Sword, AxeWeaknesses: Faith, AuthorityBudding Talents: NoneMagic: Reason Wind (D) Cutting Gale (C) Bolganone (B) Faith Heal (D) Nosferatu (D+) Recover (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha C A E A B C D D C Name: Estellise Sidos HeurasseinCrest: Major Crest of the Full Moon (Chance to conserve use of recovery magic)House: Church of SeirosClass: PriestPersonal Skill: Energy Conversion (Can cast a used-up spell by sacrificing 15% of HP)Strengths: Sword, Faith, ReasonWeaknesses: BrawlBudding Talents: Heavy Armor Magic: Reason Blizzard (D) Sagittae (C) Ragnarok (B) Agnea’s Arrow (A) Faith Heal (D) Nosferatu (D+) Physic (C) Seraphim (B) Fortify (A) Stats: HP Str Mag Dex Spd Lck Def Res Cha B D A D D C B A B Name: Karol Capel Crest: None House: Golden Deer Class: Brigand Personal Skill: Guild Leader (Str/Mag+2 to adjacent allies) Strengths: Axes, Swords, Heavy Armor Weaknesses: Reason, Faith Budding Talents: Authority Magic: Reason Fire (D) Bolganone (C) Faith Heal (D) Nosferatu (D+) Restore (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha A A E D D D B C B Name: Rita Mordio Crest: None House: Black Eagles Class: Mage Personal Skill: Prodigy (Grants 1.5x skill experience) Strengths: Reason Weaknesses: Axe, Riding, Brawl Budding Talents: Faith Magic: Reason Fire (D) Thoron (D+) Banshee Θ (C) Sagittae (B) Meteor (A) Faith Heal (D) Nosferatu (D+) Physic (C) Seraphim (B) Stats: HP Str Mag Dex Spd Lck Def Res Cha D D S D C D D A E Name: Raven Crest: None House: Unaffiliated Class: Archer Personal Skill: Shifty Old Man (Avo -5 to enemies within 2 spaces, Avo +10 to adjacent female allies) Strengths: Bow, Authority Weaknesses: Faith, Heavy Armor Budding Talents: Reason Magic: Reason Wind (D) Cutting Gale (C) Thoron (B) Excalibur (A) Faith Heal (D) Nosferatu (D+) Physic (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha C B B A B D C C C Name: Judith Crest: None House: Golden Deer Class: Pegasus Knight Personal Skill: Anti-Magic (Deals Dmg+2 to enemies that have magic equipped) Strengths: Lance, Flying Weaknesses: Reason Budding Talents: Brawl, Riding Magic: Reason Thunder (D) Blizzard (C) Faith Heal (D) Nosferatu (D+) Silence (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha C B D A A B C D B Name: Flynn Scifo Crest: None House: Church of Seiros Class: Cavalier Personal Skill: Knight’s Honor (Dmg taken -1 for every adjacent ally) Strengths: Faith, Sword, Riding Weaknesses: Bow, Brawl Budding Talents: Heavy Armor Magic: Reason Thunder (D) Cutting Gale (C) Fimbulvetr (A) Faith Heal (D) Nosferatu (D+) Restore (C) Rescue (B) Stats: HP Str Mag Dex Spd Lck Def Res Cha B B C D D C B A A Name: Patty Fleur Crest: Major Crest of Aifread (Chance to attack twice) House: Golden Deer Class: Brigand Personal Skill: Luck of the Draw (Random stat +2 for one turn if no action is taken) Strengths: Sword, Bow Weaknesses: Faith Budding Talents: Reason Magic: Reason Fire (D) Thunder (C) Cutting Gale (B) Faith Heal (D) Nosferatu (D+) Stats: HP Str Mag Dex Spd Lck Def Res Cha B A B C B D C D C aaaaaaaaaa: Reveal hidden contents Name: Luke fon Fabre Crest: Minor Crest of Fabre (Change to raise Might by 5 when attacking) House: Black Eagles Class: Mercenary Personal Skill: Hyperresonance (Deals 10% HP damage to adjacent enemies at end of turn) Strengths: Sword Weaknesses: Authority, Reason Budding Talents: Faith Magic: Reason Fire (D) Bolganone (C) Faith Heal (D) Nosferatu (D+) Recover (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha B B D D C E C B E Name: Tear Grants Crest: Major Crest of Yulia (Chance to raise Might by 5 when using magic) House: Church of Seiros Class: Priest Personal Skill: Healing Melody (Restores 10% of HP to adjacent allies at end of turn) Strengths: Faith, Reason Weaknesses: Brawl Budding Talents: Swords Magic: Reason Blizzard (D) Miasma Δ (D+) Sagittae (C) Bolting (A) Faith Heal (D) Nosferatu (D+) Seraphim (C) Warp (B) Fortify (A) Stats: HP Str Mag Dex Spd Lck Def Res Cha C E A B C B D A C Name: Guy Cecil Crest: None House: Blue Lions Class: Mercenary Personal Skill: Gynophobia (Avo+5 for every adjacent female ally) Strengths: Sword Weaknesses: Faith Budding Talents: Flying Magic: Reason Fire (D) Wind (C) Bolganone (B) Faith Heal (D) Nosferatu (D+) Physic (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha C A D A A D D E B Name: Jade Curtiss Crest: None House: Blue Lions Class: Dark Mage Personal Skill: Necromancer (Str/Mag+2 for one turn after defeating an enemy) Strengths: Lance, Reason, Authority Weaknesses: Faith Budding Talents: None Magic: Reason Thunder (D) Cutting Gale (D+) Thoron (C) Death Γ (B) Meteor (A) Faith Heal (D) Nosferatu (D+) Recover (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha C A A C D C D C B Name: Anise Tatlin Crest: None House: Church of Seiros Class: Cavalier Personal Skill: Money Hungry (Chance to steal up to 100 gold when defeating an enemy) Strengths: Riding, Reason Weaknesses: Sword, Axe, Lance Budding Talents: Brawl Magic: Reason Wind (D) Sagittae (C) Luna Λ (B) Ragnarok (A) Faith Heal (D) Nosferatu (D+) Restore (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha B B B D C C B A C Couldn't edit a second time but I forgot a few... Spoiler Name: Repede Crest: None House: Unaffiliated Class: Dog Personal Skill: Man’s Best Friend (Damage taken -1 to self and adjacent allies) Strengths: Swords, Brawl Weaknesses: Riding, Flying, Bows Budding Talents: None Magic: Reason Wind (D) Fire (C) Bolganone (B) Faith Heal (D) Nosferatu (D+) Restore (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha D C D A A B C C C Name: Natalia Luzu Kimlasca-Lanvaldear Crest: None House: Black Eagles Class: Archer Personal Skill: Royal Bearing (Hit +10 for adjacent allies) Strengths: Faith, Bow Weaknesses: Swords Budding Talents: Riding, Reason Magic: Reason Wind (D) Blizzard (C) Excalibur (A) Faith Heal (D) Nosferatu (D+) Ward (C) Physic (B) Abraxas (A) Stats: HP Str Mag Dex Spd Lck Def Res Cha D C B B B C C A AR Name: Asch Crest: Major Crest of Fabre (Change to raise Might by 5 when attacking) House: Church of Seiros Class: Mercenary Personal Skill: Sacred Flame (Deals 10% HP damage to adjacent enemies at end of turn) Strengths: Sword, Reason Weaknesses: Faith Budding Talents: Authority Magic: Reason Fire (D) Bolganone (C) Ragnarok (B) Faith Heal (D) Nosferatu (D+) Recover (C) Stats: HP Str Mag Dex Spd Lck Def Res Cha B B D D C E C B E Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted November 30, 2019 Share Posted November 30, 2019 (edited) I said I would return to add Alphonse Elric, Father and the Seven Homunculi, and now I am. Alphonse Elric: Spoiler Alphonse Elric: Starting Class Crest Commoner Minor Crest of Truth Crest of Truth: The crest that manifests among those who have been through the Gate and seen Truth. Sometimes allows the use of a spell at no cost. Level HP Str Mag Dex Spd Lck Def Res Charm 1 23 9 9 8 10 4 10 7 6 Magic Combat Arts Abilities Wind Armor Prowess LV 1 Blizzard Reason LV 2 Brawling Prowess LV 1 Personal Skill: Living Armour: Weight - 6 when not assigned an adjutant. Proficiencies & Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying E E E E (-) E+ (+) D (+) E+ (*) E D (+) E (-) E (-) Budding Talent: White Magic Avoid +20 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 35% 40% 45% 45% 45% 20% 55% 50% 35% 88 54 72 61 78 51 62 59 42 Learnt Magic and Skills: Skills Levels Lance Gauntlet Reason Faith Authority D Thunder D+ C Excalibur Rally Luck C+ Bombard B Meteor Seraphim B+ A One-Two Punch Agnes' Arrow Aura Battalion Vantage A+ Death Spikes T S Abraxas Now, the seven Homunculi. These guys are monsters, except Wrath. Lust: Spoiler Lust: Monster Class Crest Homunculi None Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 25 50 (per life-bar) 20 0 27 28 4 12 13 25 Weapon: Fingertips. Range: 1 - 2. Might: 6. Hit: 80. Crit: 0. Barrier: Barrier Barrier Ability: Charm Latent Abilities: Death Blow (threshold: 2 lifebars) Heartseeker (threshold: 1 lifebar) Counterattack (threshold: 0 lifebars) Staggering Blow: Ultimate Spear: Hits all foes in 3X1-tile line in front of user. Personal Skill: Ultimate Spear: all attacks Ignore half the opponent's defence. Tile Size: 1X1 # of Lifebars: 3 Movement: 5 Gluttony: Spoiler Gluttony: Monster Class Crest Homunculi None Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 20 70 (per life-bar) 30 0 7 13 4 19 23 10 Weapon: Homunculi Fist: Might: 6, Hit: 65, Crit: 0, Range: 1. Barrier: Barrier Barrier Ability: Immune Status Latent Ability: Death Blow (threshold: 2 lifebars) Staggering Blow: Swallow: Hits all units in a 3X2 range in front of user. Might + 10. When about to unleash Swallow, takes no damage from magic or bows Personal Skill: Gluttonous Nose: Accuracy +10 and Vision +2 during Fog of War maps Tile Size: 2X2 # of Lifebars: 3 Movement: 3 Wrath: Spoiler Wrath: Class Crest Swordmaster None Level HP Str Mag Dex Spd Lck Def Res Charm 40 60 30 0 38 40 12 13 12 29 Magic Combat Arts Abilities Grounder Commander Wrath Strike Counterattack Astra Wrath Sword Prowess LV 5 Personal Skill: Ultimate Eye: Nullifies Fog of War effects. Hit & Avoid + 200 When Wrath can see his opponent (i.e. there is no opponent between him and the opponent he's fighting). Weapons: Killing Edge, Rapier, Silver Sword Proficiencies & Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying A+ (+) B B E B (+) E (-) E (-) A+ (+) E E E (-) Actually, once again, I can't get to them all. I'll return to do the rest. Edited April 9, 2020 by vanguard333 Quote Link to comment Share on other sites More sharing options...
Soroen Posted December 5, 2019 Share Posted December 5, 2019 FKana Spoiler Starting Class Crest Noble Major Crest of Anankos Crest of Anankos: The Valla royal family’s Crest, inherited from the Silent Dragon Anankos, deity of the realm. Occasionally cancel damage from enemy attack. Level HP Str Mag Dex Spd Lck Def Res Charm 1 24 8 6 8 8 11 7 4 8 Magic Combat Arts Abilities Wrath Strike Draconic Lineage Sword Prowess LV 2 Brawling Prowess LV 1 Faith LV 1 Draconic Lineage: +20% Experience Gained. Grant Unnarmed Combat and consider the unit a Dragon one. Crest Stone of Anankos can be used to turn into a Silent Beast for the rest of the battle. (Post-Timeskip) Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying D+ (+) E (-) E E E+ (+) E E+ (+) E (-,*) E (-) E E (+) Budding Talent: Seal Charm: If unit damages foe during combat, foe suffers Chm -10 for 1 turn after combat. Blazing Yato (Hero's Relic) Rank Use Might Hit Crit Weight E 20 16 85% 10 7 Crest of Anankos enables the Combat Art White Night. Dur Cost Mt Hit Avoid Crit Range -3 +4 +10 +20 +10 1 Might increases based on user’s Luck. Restores HP equal to the amount of damage inflicted. Deal magic damage. Effective against Dragon and Monster foes. White Lord Proficiencies: Sword +3, Brawling +2, Faith +3, Authority +3 White Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 30 13 11 13 11 14 13 10 White Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 15% 10% 5% 0% 0% 5% 10% 0% 10% White Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 2 2 1 0 0 1 2 0 2 White Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Pomp & Circumstance Increases the unit's Luck and Charm by 4. Dawn Dragon Lord Proficiencies: Sword +3, Brawling +2, Faith +3, Authority +3 Dawn Dragon Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 32 15 12 15 13 16 14 11 Dawn Dragon Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 20% 15% 10% 5% 0% 10% 15% 0% 10% Dawn Dragon Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 3 3 2 1 0 2 3 0 2 Dawn Dragon Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Dawn Dragon Fang A third of the damage dealt are converted in HP to the user. Usable via Sword or Brawling. Dawn Dragon Fang: Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +10 1 Silent Beast: Takes up a 2×2 area on the battlefield. Grant the bonus stats HP Str Mag Dex Spd Lck Def Res Charm 10 (1st bar) 35 (2nd bar) 4 6 -5 -4 1 9 7 0 and bonus skills. Renewal Innate. Enclosing Wall Barrier ability. Vital Defense Barrier ability. Dragon Ward Allies adjacent to the user have a chance (based on Kana's luck) of receiving half damage from enemy attacks. Active when one health bar remain. Unity Adds 10% to ability activation rates for the user and its adjacent allies. Active when both health bars are down. Ancient Dragonskin Active when both health bars are down. Water Droplets Staggering Blow; innate. Inflicts rattled status on targets on contact. Deal magic damage. AOE Mt Hit Range 15 75% 1 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 40% 45% 40% 55% 45% 55% 40% 30% 55% 74 72 67 77 68 77 55 44 77 Learnt Magic and Skills: Skill Level Sword Brawling Reason Faith Authority D Fire Heal D+ Nosferatu C Bolganone Physic Battalion Renewal C+ Bane of Monsters Draning Blow Sagittae Seraphim Model Leader B B+ A Soulblade Mystic Blow Ragnarok Aura Battalion Desparation A+ S Rally Charm Supports: Byleth Shiro Kiragi Shigure Caeldori Hisame Asugi Midori Mitama MKana Spoiler Starting Class Crest Noble Major Crest of Anankos Crest of Anankos: The Valla royal family’s Crest, inherited from the Silent Dragon Anankos, deity of the realm. Occasionally cancel damage from enemy attack. Level HP Str Mag Dex Spd Lck Def Res Charm 1 22 6 7 7 10 8 4 6 8 Magic Combat Arts Abilities Wrath Strike Draconic Lineage Sword Prowess LV 2 Brawling Prowess LV 1 Reason LV 1 Draconic Lineage: +20% Experience Gained. Grant Unnarmed Combat and consider the unit a Dragon one. Crest Stone of Anankos can be used to turn into a Silent Beast for the rest of the battle. (Post-Timeskip) Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying D+ (+) E (-) E E E+ (+) E+ (+) E E (-,*) E (-) E (+) E Budding Talent: Seal Charm: If unit damages foe during combat, foe suffers Chm -10 for 1 turn after combat. Shadow Yato (Hero's Relic) Rank Use Might Hit Crit Weight E 20 16 85% 10 7 Crest of Anankos enables the Combat Art Dark Night. Dur Cost Mt Hit Avoid Crit Range -3 +8 +20 +10 1 Might increases based on user’s Magic. Deal magic damage. Effective against Dragon foes. Dark Lord Proficiencies: Sword +3, Brawling +2, Reason +3, Authority +3 Dark Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 28 11 13 12 14 10 11 14 Dark Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 10% 5% 10% 0% 10% 0% 0% 10% 10% Dark Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 1 1 2 0 2 0 0 2 2 Dark Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Pomp & Circumstance Increases the unit's Luck and Charm by 4. Dusk Dragon Lord Proficiencies: Sword +3, Brawling +2, Reason +3, Authority +3 Dusk Dragon Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 30 13 17 12 17 10 12 15 Dusk Dragon Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 15% 10% 15% 0% 15% 0% 0% 15% 10% Dusk Dragon Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 2 2 3 0 3 0 0 3 2 Dusk Dragon Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Dusk Dragon Fang Foe loses up to 20% HP after combat. Usable via Sword or Brawling. Dusk Dragon Fang: Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +10 1 Silent Beast: Takes up a 2×2 area on the battlefield. Grant the bonus stats HP Str Mag Dex Spd Lck Def Res Charm 10 (1st bar) 35 (2nd bar) 4 6 -5 -4 1 9 7 0 and bonus skills. Renewal Innate. Enclosing Wall Barrier ability. Vital Defense Barrier ability. Draconic Hex Enemies suffers Str, Mag, Spd, Def, Res -4 and Dex, Luck, Charm -8 for 1 turn after combat. Active when one health bar remain. Trust User, its adjacent allies and their adjutants share their battle abilities, and if weapons are compatible, Combat Arts. Active when both health bars are down. Ancient Dragon Wrath Active when both health bars are down. Water Droplets Staggering Blow; innate. Inflicts rattled status on targets on contact. Deal magic damage. AOE Mt Hit Range 15 75% 1 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 35% 40% 50% 45% 60% 45% 35% 40% 55% 68 67 74 69 87 64 46 54 77 Learnt Magic and Skills: Skill Level Sword Brawling Reason Faith Authority D Fire Nosferatu D+ Swarm Ζ Heal C Seraphim Battalion Vantage C+ Hexblade Mystic Blow Luna Λ Model Leader B Death Γ Silence B+ A Windsweep Bombard Ragnarok Battalion Desparation A+ S Dark Magic Range +1 Rally Charm S+ Dark Tomefaire Supports: Byleth Siegbert Forrest Sophie Ophelia Soleil Nina Ignatius Bernadetta Annette Ignatz Lysithea Cyril Hanneman Shamir Quote Link to comment Share on other sites More sharing options...
Kori Posted December 10, 2019 Share Posted December 10, 2019 On 11/30/2019 at 3:54 PM, vanguard333 said: Personal Skill: Living Armour: Weight - 6 when not assigned an adjutant. Please say this is because the adjutant goes inside the armor. Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 10, 2019 Share Posted December 10, 2019 (edited) On 12/10/2019 at 5:03 PM, Kori said: Please say this is because the adjutant goes inside the armor. Yes; it is. It is quite fitting, as Alphonse smuggled people inside him several times in FMA: Brotherhood. The weight -6 is because he's normally just an empty suit of armour, so he'd probably weight about 70 pounds in real life, and that's accounting for the fact that his armour is a lot bigger and bulkier than historical armour. That reminds me; I still haven't done all the Homunculi yet. Pride: Spoiler Pride: Monster Class Crest Homunculi None Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 39 50 (per life-bar) 5 36 42 34 12 20 10 15 Weapon: Shadow arms. Range: 1 - 3. Might: 6. Hit: 80. Crit: 0. Magic Attack. Barrier: Barrier (Cracked Barrier when reduced to last lifebar) Barrier Ability: Immune Status Latent Abilities: Fiendish Blow (Threshold: 2 lifebars) Defiant Avoid (Threshold: 0 lifebars) Abilities: Pomp & Circumstance, Lifetaker, Stealth Staggering Blows: Mass of Shadows: Shadowy tendrils and fangs erupt in all directions around Pride; might 10 magic attack that leaves foes stunned for 1 turn. Consumer of Own Kind: If there is an adjacent monster, Pride can consume it to recover health equal to that of the monster's remaining health + 1 lifebar for each one the monster had remaining. If said monster has a personal skill, he adds it to his skill list as well. Personal Skill: Shell Containing Shadows: When Pride still has an additional life bar, impervious to all damage except White and Dark Magic. (Light destroys his shadows, while darkness keeps his shadows from forming). Weaknesses: White and Dark Magic Tile Size: 2X2 # of Lifebars: 3 Movement: 5 Sloth: Spoiler Sloth: Monster Class Crest Homunculi None Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 34 70 (per life-bar) 40 0 25 2 4 35 35 2 Weapon: Restraining Chain. Range: 1-2. Might: 14. Hit: 60. Crit: 0. Barrier: Full Barrier. Reduces damage by 80% Barrier Ability: Vital Defense Latent Abilities: Armored Blow (Threshold: 3 lifebars) Warding Blow (Threshold: 3 lifebars) Defiant Speed (Threshold: 2 lifebars) Quick Riposte (Threshold: 1 lifebar) Abilities: Immune Status Combat Art: Fastest Homunculus: a reckless charge at blinding speed. Range: 5X2. Might: 18. Hit: 50. Crit: 0. Personal Skill: Loves to Sleep: Strength+5 for one turn if he waits. Tile Size: 2X2 # of Lifebars: 4 Movement: 1 Battle Quote: "What a bother" I still can't finish them now, but it's just Greed, Envy, and Father left. Edited April 9, 2020 by vanguard333 Quote Link to comment Share on other sites More sharing options...
Soroen Posted December 12, 2019 Share Posted December 12, 2019 (edited) Here's Fates 2nd gen canonical royals. I may do the rest of the 2nd gen later on. FKana Spoiler Starting Class Crest Noble Major Crest of Anankos Crest of Anankos: The Valla royal family’s Crest, inherited from the Silent Dragon Anankos, deity of the realm. Occasionally cancel damage from enemy attack. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 21 6 3 6 6 8 5 4 8 Magic Combat Arts Abilities Wrath Strike Draconic Lineage Sword Prowess LV 2 Brawling Prowess LV 1 Faith LV 1 Draconic Lineage: +20% Experience Gained. Grant Unnarmed Combat and consider the unit a Dragon. Crest Stone of Anankos can be used to turn into a Silent Beast for the rest of the battle. (Post-Timeskip) Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying D+ (+) E (-) E E E+ (+) E E+ (+) E (-,*) E (-) E E+ (+) Budding Talent: Seal Charm: If unit damages foe during combat, foe suffers Chm -10 for 1 turn after combat. Blazing Yato (Hero's Relic) Rank Use Might Hit Crit Weight E 20 16 85% 10 7 Crest of Anankos enables the Combat Art White Night. Dur Cost Mt Hit Avoid Crit Range -3 +4 +10 +20 +10 1 Might increases based on user’s Luck. Restores HP equal to the amount of damage inflicted. Deal magic damage. Effective against Dragon and Monster foes. White Lord Proficiencies: Sword +3, Brawling +2, Faith +3, Authority +3 White Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 30 13 11 13 11 14 13 10 White Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 15% 10% 5% 0% 0% 5% 10% 0% 10% White Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 2 2 1 0 0 1 2 0 2 White Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Pomp & Circumstance Increases the unit's Luck and Charm by 4. Dawn Dragon Lord Proficiencies: Sword +3, Brawling +2, Faith +3, Authority +3 Dawn Dragon Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 32 15 12 15 13 16 14 11 Dawn Dragon Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 20% 15% 10% 5% 0% 10% 15% 0% 10% Dawn Dragon Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 3 3 2 1 0 2 3 0 2 Dawn Dragon Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Dawn Dragon Fang A third of the damage dealt are converted in HP to the user. Usable with Swords and Gauntlets. Dawn Dragon Fang: Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +10 1 Silent Beast: Takes up a 2×2 area on the battlefield. Grant the bonus stats HP Str Mag Dex Spd Lck Def Res Charm 10 (1st bar) 35 (2nd bar) 4 6 -5 -4 1 9 7 0 and bonus skills. Renewal Innate. Enclosing Wall Barrier ability. Vital Defense Barrier ability. Dragon Ward Allies adjacent to the user have a chance (based on Kana's luck) of receiving half damage from enemy attacks. Active when one health bar remain. Unity Adds 10% to ability activation rates for the user and its adjacent allies. Active when both health bars are down. Ancient Dragonskin Active when both health bars are down. Water Droplets Staggering Blow; innate. Inflicts rattled status on targets on contact. Deal magic damage. AOE Mt Hit Range 15 75% 1 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 40% 45% 40% 55% 45% 55% 40% 30% 55% 74 72 67 77 68 77 55 44 77 Learnt Magic and Skills: Skill Level Sword Brawling Reason Faith Authority D Fire Heal D+ Nosferatu C Bolganone Physic Battalion Renewal C+ Bane of Monsters Draning Blow Sagittae Seraphim Model Leader B B+ A Soulblade Mystic Blow Ragnarok Aura Battalion Desparation A+ S Rally Charm Supports: Byleth Shinonome Kisaragi Shigure Matoi Hisame Asugi Midori Mitama Caspar Linhardt Mercedes Lysithea Flayn Cyril Manuela Alois Shigure Spoiler Starting Class Crest Noble Major Crest of Anankos Crest of Anankos: The Valla royal family’s Crest, inherited from the Silent Dragon Anankos, deity of the realm. Occasionally cancel damage from enemy attack. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 26 7 6 8 8 5 5 6 7 Magic Combat Arts Abilities Tempest Lance Perfect Pitch Sword Prowess LV 1 Lance Prowess LV 2 Perfect Pitch: Allies within 2 tiles who have HP (in pourcentage) lower than Shigure heal 20% of their max HP at the start of the turn. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying E+ (+) D (+) E (-) E E E E (*) E E (-) D (+) D (+) Budding Talent: Slayer. White Magic spell deal effective damage against Monsters. Lost Waves (Hero's Relic) Have a chance of halving damage received. Crest of Anankos enables the spell Tide Melody. Uses Mt 2 15 Heals and cure status effect of every allies at the cost of 20% of the user's HP. Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 35% 35% 35% 50% 50% 30% 35% 50% 50% 74 52 48 70 69 40 48 72 71 Learnt Magic and Skills: Skills Levels Sword Lance Reason Faith Authority D Blizzard Heal Rally Speed D+ Wind Nosferatu C Restore Battalion Renewal C+ Haze Slice Hit and Run Cutting Gale B Rescue B+ A Finesse Blade Lance Jab Fimbulvetr Abraxas A+ S S+ Supports: Byleth Kana Shinonome Kisaragi Matoi Asugi Midori Mitama Hisame Dorothea Bernadetta Linhardt Annette Mercedes Ignatz Shamir Alois Character Profile: Full Name: Shigure Ryuurei Hoshido Age: 19 Birthday: 6th of the Garland Moon, Imperial Year 1160 Height: 178 cm Status: Heir of the province of Kuri. 1160 Born as the eldest son of Daimyo Kamui of Kuri. 1180 Enrolls at the Officers Academy of Garreg Mach as part of a diplomatic exchange between his homeland and Fódlan. Shiro Spoiler Starting Class Crest Noble Major White Night Crest White Night Crest: The Hoshido royal family’s Crest, inherited from their guardian deity, the Dawn Dragon. Occasionally doubles Mt and uses of healing magic. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 26 9 3 6 8 6 7 4 7 Magic Combat Arts Abilities Tempest Lance Challenger Spirit Sword Prowess LV 1 Lance Prowess LV 2 Axe Prowess LV 1 Brawling Prowess LV 1 Challenger Spirit: When unit's HP is under 1/4, Critical Rate +30. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying E+ (+) D (+) E+ (+) E E+ (+) E (-) E E (-,*) E E (-) E (-) Budding Talent: Battalion Vantage Raijinto (Hero's Relic) Rank Use Might Hit Crit Range Weight E 20 15 80% 5 1~2 6 Grant Avoid +10. White Night Crest enables the Combat Art Thunder God Wrath. Dur Cost Mt Hit Avoid Crit Range -3 +15 +10 +10 +10 1 Effective against Dragon Foes. Suisha (Sacred Weapon, Lance) Rank Use Might Hit Crit Range Weight A 30 15 85% 0 1 7 Restores HP every turn. Effect increased with White Night Crest. Lancer Requirements: C in Lance. Level 10 Lancer Proficiencies: Lance +2. Lancer Base Stats: HP Str Mag Dex Spd Lck Def Res 26 10 6 8 6 5 6 4 Lancer Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 10% 5% 0% 5% 5% 0% 5% 0% 5% Lancer Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 2 1 0 1 1 0 1 0 0 Lancer Class Abilities: Sentinel Requirements: A in Lance. Level 30 Sentinel Proficiencies: Lance +3. Sentinel Base Stats: HP Str Mag Dex Spd Lck Def Res 32 15 8 15 15 10 12 10 Sentinel Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 20% 10% 0% 10% 10% 0% 10% 5% 10% Sentinel Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 3 2 0 2 2 0 2 2 0 Sentinel Class Abilities: Lancefaire Might +5 when a lance is equipped. Lance Critical +10 Grants Crit +10 when using a lance. Mastery Ability: Impale Double the user's damage. Dur Cost Mt Hit Avoid Crit Range -6 +6 1 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 50% 50% 20% 40% 45% 30% 35% 35% 35% 92 72 34 58 66 46 50 43 52 Learnt Magic and Skills: Skills Levels Sword Lance Axe Brawling Reason Faith Authority D Fire Heal D+ Thunder Nosferatu C Recover Battalion Wrath C+ Sunder Shatter Slash Wild Abandon Bombard B B+ A Windsweep Glowing Ember A+ S S+ Supports: Byleth Kana Shigure Kisaragi Matoi Asugi Midori Mitama Hisame Ferdinand Felix Ingrid Sylvain Leonie Raphael Jeritza Catherine Character Profile: Full Name: Shinonome Akashi Hoshido Age: 19 Birthday: 20th of the Verdant Rain Moon, Imperial Year 1160 Height: 186 cm Status: House Leader of the Golden Kite, Crown Prince of Hoshido. 1160 Born as the eldest son of Ryoma, King of Hoshido. 1180 Enrolls at the Officers Academy of Garreg Mach as part of a diplomatic exchange between his homeland and Fódlan. Kiragi Spoiler Starting Class Crest Noble Minor White Night Crest White Night Crest: The Hoshido royal family’s Crest, inherited from their guardian deity, the Dawn Dragon. Occasionally doubles Mt and uses of healing magic. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 24 8 3 9 6 8 5 4 7 Magic Combat Arts Abilities Curved Shot Hunter Instinct Sword Prowess LV 1 Lance Prowess LV 1 Bow Prowess LV 2 Hunter Instinct: Nullifies enemy bonuses from Forest and Thicket. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying E+ (+) D (+) E D+ (+) E E (-) E E E (-) E E (*) Budding Talent: Darting Blow Fuujin Yumi (Hero's Relic) Rank Use Might Hit Crit Range Weight E 30 14 80% 5 2 6 White Night Crest enables the Combat Art Wind God Blow. Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +10 +20 1~3 Effective against Flying and Dragon Foes. Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 40% 40% 20% 45% 50% 45% 30% 20% 35% 77 56 38 66 71 66 47 36 50 Learnt Magic and Skills: Skills Levels Sword Lance Bow Reason Faith Authority D Wind Heal D+ Thunder Nosferatu C Physic Battalion Desperation C+ Haze Slice Hit and Run Deadeye Cutting Gale B B+ A Lance Jab Encloser A+ S S+ Supports: Byleth Kana Shigure Shinonome Matoi Asugi Midori Mitama Hisame Petra Annette Claude Ignatz Leonie Marianne Cyril Shamir Character Profile: Full Name: Kisaragi Tenma Hoshido Age: 16 Birthday: 4th of the Blue Sea Moon, Imperial Year 1163 Height: 160 cm Status: Prince of Hoshido. 1163 Born as the nephew of Ryoma, King of Hoshido. 1180 Enrolls at the Officers Academy of Garreg Mach as part of a diplomatic exchange between his homeland and Fódlan. MKana Spoiler Starting Class Crest Noble Major Crest of Anankos Crest of Anankos: The Valla royal family’s Crest, inherited from the Silent Dragon Anankos, deity of the realm. Occasionally cancel damage from enemy attack. Level HP Str Mag Dex Spd Lck Def Res Charm 1 17 5 7 5 7 5 4 6 8 Magic Combat Arts Abilities Wrath Strike Draconic Lineage Sword Prowess LV 2 Brawling Prowess LV 1 Reason LV 1 Draconic Lineage: +20% Experience Gained. Grant Unnarmed Combat and consider the unit a Dragon. Crest Stone of Anankos can be used to turn into a Silent Beast for the rest of the battle. (Post-Timeskip) Skill Levels and Proficiencies: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying D+ (+) E (-) E E E+ (+) E+ (+) E E (-,*) E (-) E+ (+) E Budding Talent: Seal Charm: If unit damages foe during combat, foe suffers Chm -10 for 1 turn after combat. Shadow Yato (Hero's Relic) Rank Use Might Hit Crit Weight E 20 16 85% 10 7 Crest of Anankos enables the Combat Art Dark Night. Dur Cost Mt Hit Avoid Crit Range -3 +8 +20 +10 1 Might increases based on user’s Magic. Deal magic damage. Effective against Dragon foes. Dark Lord Proficiencies: Sword +3, Brawling +2, Reason +3, Authority +3 Dark Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 28 11 13 12 14 10 11 14 Dark Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 10% 5% 10% 0% 10% 0% 0% 10% 10% Dark Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 1 1 2 0 2 0 0 2 2 Dark Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Pomp & Circumstance Increases the unit's Luck and Charm by 4. Dusk Dragon Lord Proficiencies: Sword +3, Brawling +2, Reason +3, Authority +3 Dusk Dragon Lord Base Stats: HP Str Mag Dex Spd Lck Def Res 30 13 17 12 17 10 12 15 Dusk Dragon Lord Growth Rates: HP Str Mag Dex Spd Lck Def Res Charm 15% 10% 15% 0% 15% 0% 0% 15% 10% Dusk Dragon Lord Stats Modifiers: HP Str Mag Dex Spd Lck Def Res Charm 2 2 3 0 3 0 0 3 2 Dusk Dragon Lord Class Abilities: Charm Allies within 1 space inflict +3 damage in combat. Swordfaire Might +5 when a sword is equipped. Mastery Ability: Dusk Dragon Fang Enemy loses up to 20% HP after combat. Usable with Swords and Gauntlets. Dusk Dragon Fang: Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +10 1 Silent Beast: Takes up a 2×2 area on the battlefield. Grant the bonus stats HP Str Mag Dex Spd Lck Def Res Charm 10 (1st bar) 35 (2nd bar) 4 6 -5 -4 1 9 7 0 and bonus skills. Renewal Innate. Enclosing Wall Barrier ability. Vital Defense Barrier ability. Draconic Hex Enemies suffers Str, Mag, Spd, Def, Res -4 and Dex, Luck, Charm -8 for 1 turn after combat. Active when one health bar remain. Trust User, its adjacent allies and their adjutants share their battle abilities, and if weapons are compatible, Combat Arts. Active when both health bars are down. Ancient Dragon Wrath Active when both health bars are down. Water Droplets Staggering Blow; innate. Inflicts rattled status on targets on contact. Deal magic damage. AOE Mt Hit Range 15 75% 1 Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 35% 40% 50% 45% 60% 45% 35% 40% 55% 68 67 74 69 87 64 46 54 77 Learnt Magic and Skills: Skill Level Sword Brawling Reason Faith Authority D Fire Nosferatu D+ Swarm Ζ Heal C Seraphim Battalion Vantage C+ Hexblade Mystic Blow Luna Λ Model Leader B Death Γ Silence B+ A Windsweep Bombard Ragnarok Battalion Desparation A+ S Dark Magic Range +1 Rally Charm S+ Dark Tomefaire Supports: Byleth Siegbert Forrest Sophie Ophelia Soleil Nina Ignatius Bernadetta Annette Ignatz Lysithea Flayn Cyril Hanneman Shamir Siegbert Spoiler Starting Class Crest Noble Minor Dark Night Crest Dark Night Crest: The Nohr royal family’s Crest, inherited from their guardian deity, the Dusk Dragon. Occasionally doubles Atk and uses of magic attack. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 30 9 3 7 6 7 6 3 8 Magic Combat Arts Abilities Wrath Strike Chivalry Tempest Lance Sword Prowess LV 1 Lance Prowess LV 1 Authority LV 1 Chilvalry: When enemy’s HP is at maximum, damage +2 and damage received -2. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying D (+) D (+) E E E E E D (+) E E+ (+) E (*) Budding Talent: Trample. If unit is mounted when foe is not, damage +2. Siegfried (Hero's Relic) Rank Use Might Hit Crit Range Weight E 20 15 80% 5 1~2 11 Dark Night Crest enables the Combat Art Night Veil. Dur Cost Mt Hit Avoid Crit Range -3 +10 +10 +30 1 Effective against Dragon Foes. Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 45% 45% 25% 45% 45% 30% 45% 20% 45% 86 66 34 62 64 46 63 36 67 Learnt Magic and Skills: Skills Levels Sword Lance Reason Faith Authority D Fire Heal Rally Def D+ Nosferatu C Restore Battalion Desesparation C+ Bane of Monsters Shatter Slash Bolganone Rally Dex B Ward B+ A Windsweep Swift Strikes Ragnarok Battalion Vantage A+ S Rally Strength S+ Supports: Byleth Kana Forrest Soleil Ophelia Nina Ignatius Sophie Ferdinand Dorothea Ashe Ingrid Hilda Lysithea Raphael Manuela Character Profile: Full Name: Siegbert von Nohr Age: 19 Birthday: 27th of the Harpspring Moon, Imperial Year 1160 Height: 175 cm Status: House Leader of the Night Dragons, Crown Prince of Nohr. 1160 Born as the eldest son of Xander, King of Nohr. 1180 Enrolls at the Officers Academy of Garreg Mach as part of a diplomatic exchange between his homeland and Fódlan. Forrest Spoiler Starting Class Crest Noble Major Dark Night Crest Dark Night Crest: The Nohr royal family’s Crest, inherited from their guardian deity, the Dusk Dragon. Occasionally doubles Atk and uses of magic attack. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 1 21 3 10 6 6 8 4 13 7 Magic Combat Arts Abilities Fire Sympathy Heal Reason LV 1 Nosferatu Faith LV 2 Sympathy: Adjacent allies deal 2 extra damage and take 2 less damage during combat. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying E (*) E (-) E (-) E E (-) D (+) D+ (+) E E (-) D (+) E+ (+) Budding Talent: Soulblade. Brynhildr (Hero's Relic) Have a chance of halving incoming magic damage. Dark Night Crest enables the Spell Gravity Bind. Uses Mt Hit Crit Range Weight 5 10 80 5 1~2 10 Unable foe to move for the next turn. Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 30% 20% 50% 40% 35% 35% 25% 55% 45% 63 34 72 58 52 58 43 76 62 Learnt Magic and Skills: Skills Levels Reason Faith Authority D Fire Nosferatu D+ Swarm Z Heal C Banshee Θ Physic Battalion Renewal C+ B Restore B+ A Ragnarok Fortify A+ Hades Ω S Dark Magic Range +1 S+ Dark Tomefaire Supports: Byleth Siegbert Kana Ophelia Nina Soleil Ignatius Sophie Dorothea Bernadetta Linhardt Mercedes Lorenz Ignatz Hilda Flayn Silas Character Profile: Full Name: Forrest von Nohr Age: 18 Birthday: 13th of the Loon Moon, Imperial Year 1161 Height: 159 cm 1161 Born as the nephew of King Xander of Nohr. 1180 Enrolls at the Officers Academy of Garreg Mach as part of a diplomatic exchange between his homeland and Fódlan. Status: Prince of Nohr. Hobby: Fashion designing and crafting. Likes: Fashion, cute things, sewing, small animals. Dislikes: Blood, violence, being dirty, discrimination. Gifts: Floral Adornment (+), Tasty Baked Treats (+), Gemstone Beads (+), Stylish Hair Clip (+), Dapper Handkerchief (+), Armored Bear Stuffy (+), Riding Boots (+), Lily of the Valley (+), Hunting Dagger (-), Smoked Meat (-), Blue Cheese (-), Coffee Beans (-). Some post-timsekip prepromote because the game really need some. Flavia Spoiler Starting Class Crest Hero Minor Crest of Charon Crest of Charon: House Charon’s Crest, inherited from Charon of the 10 Elites. Occasionally raises Mt when using combat arts. Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 35 48 24 12 28 26 15 23 14 17 Combat Arts Abilities Starting Items Wrath Strike Lioness Silver Sword Grounder Short Axe Sunder Swordfaire Concoction Finesse Blade Vantage Master Seal Smash Helm Splitter Sword Prowess LV 4 Spike Axe Prowess LV 3 Fading Blow Brawling Prowess LV 3 Rushing Blow Authority LV 2 Draining Blow Battalion Wrath Lioness: If unit initiates combat and defeats foe, grants Strength +5 and Crit +15 for one turn. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying A (+) C B (+) E C+ (+) E E (-) C C+ (+) E (-) E (-) Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 50% 40% 20% 50% 40% 35% 40% 25% 40% 95 61 33 71 56 52 56 40 56 Learnt Magic and Skills: Skills Levels Axe Reason Faith Authority D Thunder Heal Rally Strength D+ Nosferatu C Thoron Recover C+ B Bolganone B+ A Armored Strike A+ S S+ Requirement: Appear as reinforcment with Charon soldiers in Chapter 17 of Azure Moon (arrive as ally unit, join at the end of the chapter). Supports: Byleth Dimitri Felix Sylvain Ingrid Annette Raphael Cyril Gilbert Shamir Catherine Seteth Character Profile: Full Name: Flavia Heftig Charon Age: 39 Birthday: 28th of the Wyvern Moon, Imperial Year 1146 Height: 176 cm 1146 Born as the heir of House Charon. 1152 Lost her position as heir to the profit of her little sister, Cassandra. 1181 Take part in the resistance of Feaghus with the loyalist eastern nobles. 1186 Join forces with the rebel army led by Dimitri. Status: Heir of House Charon. Hobby: Training and fighting, Agriculture studying. Likes: Brawling, feasts, push-ups, massage, sauna, alcohol (stong ones in particular). Dislikes: Formality, freezing cold, false modesty, complacency. Gifts: Monarch Studies Book (+), Hunting Dagger (+), Board Game (+), Training Weight (+), Whetstones (+), Smoked Meat (+), Blue Cheese (+), Dapper Handkerchief (-), Gemstone Beads (-). Echidna Spoiler Starting Class Crest Hero None Base Stats: Level HP Str Mag Dex Spd Lck Def Res Charm 26 52 23 8 19 18 11 17 13 22 Combat Arts Abilities Starting Items Wrath Strike Unyielding Idealist Silver Axe Grounder Steel Sword Swordfaire Intermediate Seal Smash Vantage Helm Splitter Monster Breaker Sword Prowess LV 2 Axe Prowess LV 3 Lancebreaker Authority LV 4 Model Leader Unyielding Idealist: When a Battalion health is full, at zero or undeployed, damage dealt to foe +2, damage received from foe -2. Proficiencies and Skill Levels: Sword Lance Axe Bow Brawling Reason Faith Authority Heavy Armor Riding Flying C (+) E (-) B (+) E E E E (-) B+ (+) E E (-) E Growth Rates and Maximum Stats: HP Str Mag Dex Spd Lck Def Res Charm 50% 50% 25% 40% 50% 30% 30% 30% 40% 87 74 36 57 75 44 53 49 57 Learnt Magic and Skills: Skills Levels Sword Axe Reason Faith Authority D Blizzard Heal Rally Strength D+ Thunder Nosferatu C Recover Battalion Desparation C+ Sunder Rally Defense B B+ A Windsweep Diamond Axe Fimbulvetr Battalion Vantage A+ S Rally Dexterity Requirement: Join in Post-Timeskip if Sylvain is in your party and got the Lance of Ruin. Supports: Byleth Dimitri Claude Dedue Sylvain Felix Leonie Ignatz Raphael Cyril Shamir Alois Character Profile: Full Name: Echidna Age: 35 Birthday: 26th of the Great Tree Moon, Imperial Year 1150 Height: 175 cm Status: Leader of Sreng's Resistance Forces, Warlord of Fibernia. 1168 Build the resistance force during Faerghus's invasion of Sreng. 1185 Form a truce with Sylvain of House Gautier and join him in the war raging Fódlan. Edited December 12, 2019 by Soroen Quote Link to comment Share on other sites More sharing options...
CyberNinja Posted December 14, 2019 Share Posted December 14, 2019 (edited) Walhart (young) Edited December 17, 2019 by CyberNinja Fixed submission's proficiency Quote Link to comment Share on other sites More sharing options...
Shanty Pete's 1st Mate Posted December 15, 2019 Share Posted December 15, 2019 How about Lucius, from FE7? Crest: None Personal: Calming Aura, grants 10 crit avo to adjacent allies, but also reduces their crit by 10. Proficiencies: Spoiler Sword: E Lance: E+ Axe: E Bow: E+ Brawl: E (<) Reason: E+ (*) Faith: D+ (>) Authority: D (>) Riding: E Flight: E Armor: E (<) *Budding, Black Magic Avo +20 Stats: Spoiler HP: 22 + 0.40x Str: 6 + 0.20x Mag: 11 + 0.60x Skl: 9 + 0.50x Spd: 9 + 0.60x Lck: 3 + 0.30x Def: 4 + 0.20x Res: 10 + 0.50x Cha: 7 + 0.40x Spell List: Spoiler Heal (D-Faith) Nosferatu (D+-Faith) Physic (C-Faith) Rescue (B-Faith) Warp (A-Faith) Fire (D-Reason) Bolganone (C-Reason) Meteor (B-Reason) Agnea's Arrow (A-Reason) Combat Arts and Skills: Spoiler Subdue (C-Swords) Frozen Lance (B-Lances) Deadeye (B-Bows) Rally Charm (D+-Authority) Quote Link to comment Share on other sites More sharing options...
salinea Posted December 16, 2019 Share Posted December 16, 2019 (edited) Rescue AND Warp AND Meteor? That's a little bit much on one character. I like the idea of Rescue on Lucius, because it's useful to save Raven. Trade Warp for Aura maybe. Also I don't understand why you gave him all these martial arts for someone so focused on magic. He doesn't have any efficiency into those weapons. Give him one martial art, at most, in something that makes the most sense. (Lance?) The personal skill is too negative. Critical avoid isn't even that good in the first place, so adding a negative trade off on top of it is just... not worth it. Edited December 16, 2019 by salinea Quote Link to comment Share on other sites More sharing options...
Shanty Pete's 1st Mate Posted December 17, 2019 Share Posted December 17, 2019 3 hours ago, salinea said: Rescue AND Warp AND Meteor? That's a little bit much on one character. I like the idea of Rescue on Lucius, because it's useful to save Raven. Trade Warp for Aura maybe. Also I don't understand why you gave him all these martial arts for someone so focused on magic. He doesn't have any efficiency into those weapons. Give him one martial art, at most, in something that makes the most sense. (Lance?) The personal skill is too negative. Critical avoid isn't even that good in the first place, so adding a negative trade off on top of it is just... not worth it. Thanks for the review! Hm... maybe I did stack the deck too much in his favor. I want to keep Warp and Rescue (I don't think there's anyone who gets both), but I could see swapping in Recover instead of Physic. As for the Reason list, it definitely is strong... maybe send Meteor up to A, get rid of Agnea's Arrow, and put Ragnarok in at B? I gave him those because, it was my understanding, most units get multiple non-generic combat arts. I could see cutting Deadeye, but I like Frozen Lance (due to high magic) and Subdue (non-belligerent attitude). I don't think anyone gets it outside of Lord mastery, right? I was definitely going for a tradeoff skill. I think neutralizing single-digit crits can be pretty useful on enemy phase, and if you're going for a player-phase crit, you can almost certainly get a different positioning. If anything, I would probably enhance it (to +20, or to complete crit neutralization on both sides). I don't think 3 Houses gives many other crit-neutralizing options (i.e. the Iron Rune), so I think this would have serious potential for strategic players. Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 17, 2019 Share Posted December 17, 2019 20 minutes ago, Shanty Pete's 1st Mate said: Thanks for the review! Hm... maybe I did stack the deck too much in his favor. I want to keep Warp and Rescue (I don't think there's anyone who gets both), but I could see swapping in Recover instead of Physic. As for the Reason list, it definitely is strong... maybe send Meteor up to A, get rid of Agnea's Arrow, and put Ragnarok in at B? I gave him those because, it was my understanding, most units get multiple non-generic combat arts. I could see cutting Deadeye, but I like Frozen Lance (due to high magic) and Subdue (non-belligerent attitude). I don't think anyone gets it outside of Lord mastery, right? I was definitely going for a tradeoff skill. I think neutralizing single-digit crits can be pretty useful on enemy phase, and if you're going for a player-phase crit, you can almost certainly get a different positioning. If anything, I would probably enhance it (to +20, or to complete crit neutralization on both sides). I don't think 3 Houses gives many other crit-neutralizing options (i.e. the Iron Rune), so I think this would have serious potential for strategic players. I think there's a good reason no one gets both: so that you need two to use both. With one person having both, you just need to keep Lucius near a dancer, and Lucius can enable hit-and-run all on his own, among other tactics. I'm not sure what to do about the reason magic. Having a trade-off skill is not necessarily a bad idea, but maybe change crit avoid to regular avoid? Though increasing the crit avoid even more is not a bad idea. What do you think of my ideas? I would really appreciate feedback, especially since quite a few of them are monsters. Quote Link to comment Share on other sites More sharing options...
Shanty Pete's 1st Mate Posted December 17, 2019 Share Posted December 17, 2019 Thanks for the response! 55 minutes ago, vanguard333 said: I think there's a good reason no one gets both: so that you need two to use both. With one person having both, you just need to keep Lucius near a dancer, and Lucius can enable hit-and-run all on his own, among other tactics. I don't know if that's necessarily overpowered, since it requires using two units, just like otherwise doing a Warp+Rescue strat. Plus, you only get 1 Warp, unless he's a Bishop (and even then, only 2). If it's a bosskill map, you probably don't care about rescuing the unit back. Honestly Warping a Strided Flier who can just csnto away sounds better in most instances. I like the idea of a "master of repositioning" unit; notably, he's getting no other particularly useful faith spells, like Seraphim, Fortify, or Physic (which I think I should axe). 1 hour ago, vanguard333 said: I'm not sure what to do about the reason magic. Maybe I should get rid of Meteor, although I like him having strong spell lists on both sides (and he'll only have 1 charge of it, unless he's a Warlock - in which case, he only has 1 Warp. Decisions, decisions.) And I'd rather his list not be identical to Lorenz's. 1 hour ago, vanguard333 said: Having a trade-off skill is not necessarily a bad idea, but maybe change crit avoid to regular avoid? Though increasing the crit avoid even more is not a bad idea. Avoid boosts are obviously good, but you can get them from battalions as well, or the Evasion ring. Not so for Crit Avoid (well, I suppose there is the Goddess ring...). Nor can you boost crit avoid through terrain. I'd just like there to be some options to raise it, outside the luck stat. 1 hour ago, vanguard333 said: What do you think of my ideas? I would really appreciate feedback, especially since quite a few of them are monsters. It's definitely hard to compare monsters to human units (and I'm not sure whether yours are intended to be playable, or just enemies). In any case, Lust's personal skill (universal Luna) sounds pretty threatening. Pride's "Consumer of Own Kind" sounds like it could really get out of hand, especially if there's no cap on health bars. Alphonse sounds like he'd benefit from a Baron-style class; I would probably trim a couple Reason spells, since no one gets more than 5, but it'd still be a great list. Wrath's ultimate eye sounds creative, but it could make him practically untouchable without clever positioning; maybe it should only apply when Wrath is attacking, or not affect magical avoid. These are really cool, if perhaps imbalanced; unfortunately I don't know FMA beyond a surface level, so I can't speak to the lore connections. Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 17, 2019 Share Posted December 17, 2019 (edited) 1 hour ago, Shanty Pete's 1st Mate said: Thanks for the response! You're welcome, and thank you for the response to my response and my ideas. 1 hour ago, Shanty Pete's 1st Mate said: I don't know if that's necessarily overpowered, since it requires using two units, just like otherwise doing a Warp+Rescue strat. Plus, you only get 1 Warp, unless he's a Bishop (and even then, only 2). If it's a bosskill map, you probably don't care about rescuing the unit back. Honestly Warping a Strided Flier who can just csnto away sounds better in most instances. I like the idea of a "master of repositioning" unit; notably, he's getting no other particularly useful faith spells, like Seraphim, Fortify, or Physic (which I think I should axe). I should've been more clear; I meant that you only need one white magic user. Once you no longer need the warp+rescue, you can then send the dancer off to help out your team elsewhere. By having characters learn warp or rescue but not both, it guarantees that the player needs to have two of them on the field. That's what I meant. Of course, this is mitigated by the fact that most obvious choices for the dancer class are also good at white magic (Dorothea, Flayn, etc.). But it certainly made sense in previous FE games like Echoes, and the limitation was probably just carried over. 1 hour ago, Shanty Pete's 1st Mate said: It's definitely hard to compare monsters to human units (and I'm not sure whether yours are intended to be playable, or just enemies). In any case, Lust's personal skill (universal Luna) sounds pretty threatening. Pride's "Consumer of Own Kind" sounds like it could really get out of hand, especially if there's no cap on health bars. Alphonse sounds like he'd benefit from a Baron-style class; I would probably trim a couple Reason spells, since no one gets more than 5, but it'd still be a great list. Wrath's ultimate eye sounds creative, but it could make him practically untouchable without clever positioning; maybe it should only apply when Wrath is attacking, or not affect magical avoid. These are really cool, if perhaps imbalanced; unfortunately I don't know FMA beyond a surface level, so I can't speak to the lore connections. The monster ones are supposed to be just enemies (except maybe Greed, who I'll add later). The human ones (Edward and Alphonse) are supposed to be playable, but the Homunculi (including Wrath) would definitely be chapter bosses of particularly difficult chapters. Yeah; Lust's unique ability in the show was that she could make her fingertips into, "the Ultimate Spear that can pierce anything". Yeah; I guess it could. I hoped that the fact that he has to be adjacent to another monster would mitigate it. I probably would give it a cap on health bars, so he'd only use it when in serious danger. Thanks. Yeah; I probably should trim a couple of the reason spells. And yeah; he would be well-suited for a Baron-like class. That's basically how I envisioned him (since he already is a suit of armour). Minor Spoilers: Wrath in the show is pretty much untouchable without clever positioning. He outright states that his Ultimate Eye has enabled him to dodge bullets (by seeing when the soldiers are about to fire), and every fight with him has the opponent pretty much unable to land a single blow. So yeah; I was intentionally trying to recreate that with this. I'd recommend the show; it's really good. Though make sure you watch the version that has the subtitle Brotherhood. the first one overtook the manga it was based on and created its own second half that got really weird. Edited December 17, 2019 by vanguard333 Quote Link to comment Share on other sites More sharing options...
CyberNinja Posted December 17, 2019 Share Posted December 17, 2019 7 hours ago, vanguard333 said: You're welcome, and thank you for the response to my response and my ideas. I should've been more clear; I meant that you only need one white magic user. Once you no longer need the warp+rescue, you can then send the dancer off to help out your team elsewhere. By having characters learn warp or rescue but not both, it guarantees that the player needs to have two of them on the field. That's what I meant. Of course, this is mitigated by the fact that most obvious choices for the dancer class are also good at white magic (Dorothea, Flayn, etc.). But it certainly made sense in previous FE games like Echoes, and the limitation was probably just carried over. The monster ones are supposed to be just enemies (except maybe Greed, who I'll add later). The human ones (Edward and Alphonse) are supposed to be playable, but the Homunculi (including Wrath) would definitely be chapter bosses of particularly difficult chapters. Yeah; Lust's unique ability in the show was that she could make her fingertips into, "the Ultimate Spear that can pierce anything". Yeah; I guess it could. I hoped that the fact that he has to be adjacent to another monster would mitigate it. I probably would give it a cap on health bars, so he'd only use it when in serious danger. Thanks. Yeah; I probably should trim a couple of the reason spells. And yeah; he would be well-suited for a Baron-like class. That's basically how I envisioned him (since he already is a suit of armour). Minor Spoilers: Wrath in the show is pretty much untouchable without clever positioning. He outright states that his Ultimate Eye has enabled him to dodge bullets (by seeing when the soldiers are about to fire), and every fight with him has the opponent pretty much unable to land a single blow. So yeah; I was intentionally trying to recreate that with this. I'd recommend the show; it's really good. Though make sure you watch the version that has the subtitle Brotherhood. the first one overtook the manga it was based on and created its own second half that got really weird. If you don't mind me asking, what is your opinion of the character I put In (Walhart). I mostly tried to keep his strengths and weaknesses accurate to what he was actually capable of. 10 hours ago, Shanty Pete's 1st Mate said: I gave him those because, it was my understanding, most units get multiple non-generic combat arts. I could see cutting Deadeye, but I like Frozen Lance (due to high magic) and Subdue (non-belligerent attitude). I don't think anyone gets it outside of Lord mastery, right? Actually I believe characters only get non generic combat arts if they actually have a strength in that weapon. Even characters with hidden talents only get the one unique combat art. Same thing with authority: those with a weakness get basically nothing, those with neutral get one ability and a battalion ability and those with a strength are loaded with abilities. Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 17, 2019 Share Posted December 17, 2019 1 hour ago, CyberNinja said: If you don't mind me asking, what is your opinion of the character I put In (Walhart). I mostly tried to keep his strengths and weaknesses accurate to what he was actually capable of. It's interesting. I honestly found Walhart a bit forgettable in Awakening, so it's a little tricky for me. It all looks good from what I can tell. I'm not sure if he should have that high a charm growth, given his personality. But other than that, it looks good. If I may ask, what did you think of the characters I put in (Edward Elric, Alphonse Elric, Lust, Gluttony, Wrath, Pride, Sloth)? Quote Link to comment Share on other sites More sharing options...
Deathcon Posted December 17, 2019 Author Share Posted December 17, 2019 4 minutes ago, vanguard333 said: It's interesting. I honestly found Walhart a bit forgettable in Awakening, so it's a little tricky for me. It all looks good from what I can tell. I'm not sure if he should have that high a charm growth, given his personality. But other than that, it looks good. He once ordered Risen around by his "charisma" and will alone in a prologue if I remember so I can believe it. Quote Link to comment Share on other sites More sharing options...
salinea Posted December 17, 2019 Share Posted December 17, 2019 (edited) 13 hours ago, Shanty Pete's 1st Mate said: Thanks for the review! Hm... maybe I did stack the deck too much in his favor. I want to keep Warp and Rescue (I don't think there's anyone who gets both), but I could see swapping in Recover instead of Physic. As for the Reason list, it definitely is strong... maybe send Meteor up to A, get rid of Agnea's Arrow, and put Ragnarok in at B? I gave him those because, it was my understanding, most units get multiple non-generic combat arts. I could see cutting Deadeye, but I like Frozen Lance (due to high magic) and Subdue (non-belligerent attitude). I don't think anyone gets it outside of Lord mastery, right? I was definitely going for a tradeoff skill. I think neutralizing single-digit crits can be pretty useful on enemy phase, and if you're going for a player-phase crit, you can almost certainly get a different positioning. If anything, I would probably enhance it (to +20, or to complete crit neutralization on both sides). I don't think 3 Houses gives many other crit-neutralizing options (i.e. the Iron Rune), so I think this would have serious potential for strategic players. When i think of Lucius I think: - angsty backstory. Theme of forgiving/not keeping resentment. - Devoted to Raven - Great offensive light mage (the first of the franchise from pre promotion?), Crits a lot. - Very squishy. So stacking a lot of supportive skill on him in Faith feels a bit off, but it's not like the Reason skill can't be use to bring in the offensive skills so that works out too. That said, if it was me, I'd have given to him a list much more similar to Marianne's, with Ice spells with high crit, maybe swap her Thoron for Sagittae (because that spell looks like a Light one ^^). And as I said I do love the idea of Rescue on him. About Martial Arts, if you look at what the canonical characters have, the number vary a bit. Very physical units tend to have 4 to 5 martial arts, but magical units who have long spell lists have much less, about 1 or 2, sometimes even none (Lysithea and Mercedes have none except their budding talent, Lindhardt has nothing -- note they're also the three characters who have proficiency in both Faith and Reason not counting budding talent). And I don't think anyone has a Martial Art in a skill that's not a proficiency or a budding talent. So even if you want to keep Frozen Lance or Subdue, I'd recommend making Lance or Sword a proficiency for Lucius (or making it a budding talent and the skill they get from unlocking it). About the personal, there's one character who has a personal skill that boosts Critical Avoid, that's Manuela: Quote Infirmary Master : Adjacent allies gain Crit Avo +10 during combat. So giving him the same and adding a negative trade off on top of it sounds off 🙂 Otherwise i do feel you represent well the themes I associate with Lucius with the personal and the authority proficiency is interesting (especially with Rally Charms), or the idea behind "Subdue". Edited December 17, 2019 by salinea Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 17, 2019 Share Posted December 17, 2019 (edited) 42 minutes ago, Deathcon said: He once ordered Risen around by his "charisma" and will alone in a prologue if I remember so I can believe it. True. Though if we consider the paralogues completely accurate representations of their respective characters, then all the villains except Validar were just misunderstood anti-villains and were trying to stop the real baddies all along, and Emmeryn somehow survived a 100+ meter drop with the only lingering damage being amnesia. By the way, what do you think of the characters I've added? Edited December 17, 2019 by vanguard333 Quote Link to comment Share on other sites More sharing options...
Shanty Pete's 1st Mate Posted December 17, 2019 Share Posted December 17, 2019 10 minutes ago, salinea said: When i think of Lucius I think: - angsty backstory. Theme of forgiving/not keeping resentment. - Devoted to Raven - Great offensive light mage (the first of the franchise from pre promotion?), Crits a lot. - Very squishy. So stacking a lot of supportive skill on him in Faith feels a bit off, but it's not like the Reason skill can't be use to bring in the offensive skills so that works out too. That said, if it was me, I'd have given to him a list much more similar to Marianne's, with Ice spells with high crit, maybe swap her Thoron for Sagittae (because that spell looks like a Light one ^^). And as I said I do love the idea of Rescue on him. About Martial Arts, if you look at what the canonical characters have, the number vary a bit. Very physical units tend to have 4 to 5 martial arts, but magical units who have long spell lists have much less, about 1 or 2, sometimes even none (Lysithea and Mercedes have none except their budding talent, Lindhardt has nothing -- note they're also the three characters who have proficiency in both Faith and Reason not counting budding talent). And I don't think anyone has a Martial Art in a skill that's not a proficiency or a budding talent. So even if you want to keep Frozen Lance or Subdue, I'd recommend making Lance or Sword a proficiency for Lucius (or making it a budding talent and the skill they get from unlocking it). About the personal, there's one character who has a personal skill that boosts Critical Avoid, that's Manuela: So giving him the same and adding a negative trade off on top of it sounds off 🙂 Otherwise i do feel you represent well the themes I associate with Lucius with the personal and the authority proficiency is interesting (especially with Rally Charms), or the idea behind "Subdue". Great response! You have a point, about light magic having high crit. And he was one of the first unpromoted light mages (Dierdre came first, I think). I guess I'll rework his spell lists, as follows: Spoiler D-Faith: Heal D+-Faith: Nosferatu C-Faith: Recover B-Faith: Aura A-Faith: Rescue D-Reason: Fire C-Reason: Blizzard B-Reason: Saggitae A-Reason: Meteor As for combat arts, I definitely want to keep Subdue. Maybe give his a Sword boon, get Subdue at C+, and Hexblade at B+, in lieu of Frozen Lance. No Deadeye either. To compensate for his Sword boon, he can be weak in Axes. As for the personal, maybe change it so: Adjacent allies get Crit Avo +20 when under attack (enemy phase). No effect on allied crit rates. There we go, situationally better than Manuela's, but not overpowered. Quote Link to comment Share on other sites More sharing options...
Deathcon Posted December 17, 2019 Author Share Posted December 17, 2019 1 hour ago, vanguard333 said: True. Though if we consider the paralogues completely accurate representations of their respective characters, then all the villains except Validar were just misunderstood anti-villains and were trying to stop the real baddies all along, and Emmeryn somehow survived a 100+ meter drop with the only lingering damage being amnesia. By the way, what do you think of the characters I've added? To be fair, Walhart at least was always a sort of misguided hero, in fact he was much like how he viewed Alm. A conqueror who rid the humans of the god's power. You can hear it in some of his boss dialogue and even in the female valkyrie general I can't remember the name of's dialogue. I like them, I especially liked how you did Walhart and the design of his character sheet. Quote Link to comment Share on other sites More sharing options...
vanguard333 Posted December 17, 2019 Share Posted December 17, 2019 16 minutes ago, Deathcon said: I like them, I especially liked how you did Walhart and the design of his character sheet. I didn't do that; @CyberNinja did that. I just reviewed it for him. Quote Link to comment Share on other sites More sharing options...
Soroen Posted December 17, 2019 Share Posted December 17, 2019 5 hours ago, CyberNinja said: If you don't mind me asking, what is your opinion of the character I put In (Walhart). I mostly tried to keep his strengths and weaknesses accurate to what he was actually capable of. His personal is WAY WAY too strong, the three ability who compose it are locked behind S+ mastery. I remember Virion saying that Walhart was a minor lord before starting his conquest, so his starting class would probably be Noble. I can't picture Walhart not having a boon in Authority. While i understand the budding talent in Flying, i would probably put it in Lance since it's isn't already a talent. At least a Monster effective Combat Arts would be a reference to his disgust of the Grimeal. I'll swap Luna for Ragnarok since he proably wouldn't have anything in common with the Grimeal, and Ward for Seraphim as Walhart is all about crushing his opponent. It would also be a nice reference to Celica, since Walhart is so often compared to Alm and may even be their descandant. If Crest is a concern, i'll put a Crest of Duma. Quote Link to comment Share on other sites More sharing options...
CyberNinja Posted December 17, 2019 Share Posted December 17, 2019 (edited) 6 hours ago, vanguard333 said: It's interesting. I honestly found Walhart a bit forgettable in Awakening, so it's a little tricky for me. It all looks good from what I can tell. I'm not sure if he should have that high a charm growth, given his personality. But other than that, it looks good. Thank you, I wasn't really focused on balance so much as I was on ensuring he was portrayed accurately within the system using the rules/precedent set by other units. Edit: Walhart is Edelgard but a dude. 2 hours ago, Soroen said: His personal is WAY WAY too strong, the three ability who compose it are locked behind S+ mastery. It is also his personal from both Awakening and heroes, I've made no changes and there is precedent for ones personal to be a combination of two abilities seen in the lords and (admittedly an NPC) Jeralt. Edit: To elaborate, he has Grani's shield in Heroes and his conquest skill in awakening is a combination of Cavalry/Armor effect Null. Since I hold a philosophy that I should use actual game assets as much as possible in these threads, it seemed best to just use the Effect Null skill and rename it conquest, since it is basically Walhart's Conquest skill. Renaming an existing skill as a personal has precedence since Ashe's skill lockpick is literally just locktouch. Admittedly Walhart is getting a boss only skill as a passive... but he is a playable boss in the vein of the Death Knight, and Mercedes gets his passive as an item. 2 hours ago, Soroen said: I remember Virion saying that Walhart was a minor lord before starting his conquest, so his starting class would probably be Noble. And Petra is a princess, yet she is flagged as a commoner because she is a foreigner. Edit: To be clear, I made Walhart under the assumption he'd be a foreigner to Fodlan. I made him young so that I could write him up like he was a student since that has more depth and is a bit more fun than just drawing up his stats as a boss and slapping a relative level that his threat would be. 2 hours ago, Soroen said: I can't picture Walhart not having a boon in Authority. Charm correlates with natural charisma and authority boons are only given to characters noted for their tactics or exceptional leadership capabilities. Walmart will state in support with Robin that he doesn't care much for strategy and will simply will-to-power is way to victory. Despite this he still conquered a continent and was ruling over fanatical soldiers. Hence the high charm but no authority boon or bane. 2 hours ago, Soroen said: While i understand the budding talent in Flying, i would probably put it in Lance since it's isn't already a talent. Walharts unique class was essentially a modified great knight with a unique ability to ignore armor and cavalry weaknesses. It was good in all weapons since it could use all three. Walhart had two regalia, an axe and sword so I chose him to have a boon in both. Since he canonically is a great knight he had to have boons in riding and armor. The hidden talent in flying is due to the fact that his alt class line was the Wyvern line. Since he was notable in all weapons but lances it was best to give him boons in swords and axes with axes as the primary since wolfberg features in his art. I couldn't give him a strength in flying because while Ingrid starts both cavalry and flying in D rank, no character has three movement skills at D rank and all boons in movement skills start minimally in D rank. It is something Walhart has a talent in since it's part of his canon class line but not a focus of his and thus a hidden talent. Edit: In short, I focused on boons that help him along his native class paths or correlate to weapons he actually used, since I am limited to 5 boon or 4 boons and one hidden. I had little desire to give him authority (and dump a bunch of related abilities on him) when referencing his alternate class path fit better. 2 hours ago, Soroen said: I'll swap Luna for Ragnarok since he proably wouldn't have anything in common with the Grimeal, and Ward for Seraphim as Walhart is all about crushing his opponent. It would also be a nice reference to Celica, since Walhart is so often compared to Alm and may even be their descandant. The reason spells were chosen because they are closest to being the generic spells, he has Luna instead of ragnarok because it's a reference to the awakening luna skill which he has as a boss. I didn't give him an monster killing skills because he was not notable for any strengths against dragon type enemies and his crusade against Grima was more or less doomed to fail regardless. I didn't give him a crest because I don't recall if he was explicit in being a descendant of all and Celica and regardless the bloodline would have likely dried up (and there isn't much in the way of crest abilities that reference walharts skill set). his faith bane was a reference to his atheism and that he had no magic class in awakening. In hindsight I should have added a reason bane as he is a foreigner. This would tie into his poor magic so the player gets that they really shouldn't make him a mage and that his easily available class lines fit his awakening line. Everything I put in was for a specific purpose. Thank you, sincerely, for your review. Edit: Edits made. May add more as thoughts come. Edited December 17, 2019 by CyberNinja Quote Link to comment Share on other sites More sharing options...
salinea Posted December 17, 2019 Share Posted December 17, 2019 4 hours ago, Shanty Pete's 1st Mate said: Great response! You have a point, about light magic having high crit. And he was one of the first unpromoted light mages (Dierdre came first, I think). I guess I'll rework his spell lists, as follows: Reveal hidden contents D-Faith: Heal D+-Faith: Nosferatu C-Faith: Recover B-Faith: Aura A-Faith: Rescue D-Reason: Fire C-Reason: Blizzard B-Reason: Saggitae A-Reason: Meteor As for combat arts, I definitely want to keep Subdue. Maybe give his a Sword boon, get Subdue at C+, and Hexblade at B+, in lieu of Frozen Lance. No Deadeye either. To compensate for his Sword boon, he can be weak in Axes. As for the personal, maybe change it so: Adjacent allies get Crit Avo +20 when under attack (enemy phase). No effect on allied crit rates. There we go, situationally better than Manuela's, but not overpowered. Sounds good to me! Like the idea of Lucius with a Sword proficiency, it's interesting to think he can be a potential mortal savant. By the way, it should be Subdue at C+ and Hexblade at A (everyone has their martial combat art at C+ and at A canonically). (Oh right Deirdre and Julia. I think of them more as Shaman but it's pretty much the same). Quote Link to comment Share on other sites More sharing options...
CyberNinja Posted December 17, 2019 Share Posted December 17, 2019 9 hours ago, vanguard333 said: If I may ask, what did you think of the characters I put in (Edward Elric, Alphonse Elric, Lust, Gluttony, Wrath, Pride, Sloth)? Well I do owe you a review since you responded to me. Note that much of this may be colored by my own philosophy regarding these types of threads. Regarding Alphonse: Assuming he's meant to be a student type character, his bases are in total more than the average of all playable units, the highest of the non-lord students and in fact almost on par with lord characters - judging by numbers alone and not where they are - and every stat barring luck is equal to or higher than the average student's. So his statline is basically a better Anna and tanky like Dedue without his weakness. His growth rates are equal in totality to Byleth and Ingrid's but he has a much higher str growth than ingrid and more magic growth than Byleth. While his spd growth isn't exceptional, he's as fast as Petra so while his very middling growths can cause him to flip, he's basically Byleth with even more balanced stats so I'd say he's likely stronger than the average student by stats alone. Since Adjutants don't appear until later in the game and his bonus comes from not having one, I see little reason why he'd get one and thus his passive will likely end up active far longer than Felix's so He'll be doubling Petra and most other students easily, since he'll be specializing in gauntlets that's probably a quad. With characters specialized in multiple weapons, they usually have only one at D rank with the other at E+, since he has two at D rank, he has far more weapon xp than Byleth, a Lord type character. Since he also has a movement type proficiency (note: Ingrid has two at D) he has some of the highest total starting weapon xp. The most reason spells anyone has is 5, this character has them beat at 7 including the highest dmg black magic, one of the best dark magics, and an enemy only spell. Since the spell targets every character on the map, should Alphonse get his magic high enough he could nearly one-turn a route map. Of course that is only theoretical, the spell is low damage and low hit, doesn't target flyers, ect. Dark Spikes is likely never going to come online barring NG+. Since Alphonse gets all the combat faith spells, his spell list in total feels a little bloated. For his dependent abilities he gets two for authority of which his has no boon in (normal) but they are both battalion skills which was unheard of until Jeritza dropped (who is meant to be OP) and is the vantage-wrath combo that makes Dimitri one of the best enemy phase characters in the game and who was previously the only one with this combo. For combat arts he has 5 unique combat arts in one skill group (brawling) usually a skill group gets only two unique combat arts. It is also missing one of the generic combat arts (fading blow) which I wouldn't mention had rushing blow not been there. He gets mighty blow at D+ when every other character gets it at A, he also gets a class locked combat art to use in any class he wishes, a three hit combo, this and one-two means that Alphonse is not limited by his speed if that ever becomes an issue which it isn’t likely to because he has higher bases than Byleth and the same growth. He also starts with E+ in faith despite it being a hidden talent and thus meant to start at E. (note I am guilty for giving Walhart an E+ in Authority, that should be Blank i.e. an E) All in all I would consider Alphonse to be an oddly built character. I’m not quite sure about the reasoning behind the choice of spells but with quake I would assume it to be similar to the large scale destruction Alphonse and Elric can cause when they warp the environment with their Alchemy. In my opinion I’d cut down on the amount of combat arts to two unique one’s you’d like to give him. For the spells he could do best with a few unique to him, as it stands if he somehow acquired them all his spell list would look unwieldy and many of the spells are likely superfluous. Regarding Lust: Since she’s based off monster mechanics and has extremely high dex and spd for a monster, she’ll likely be doubling everyone at that level since I’m expecting the avg unit to be below her, they’re not even in advanced classes yet. Since she’s going to double and deal full damage, anyone with less than 56 (68 since deathblow) hp is going to die, since they can’t dodge, it’s inevitable. Since she has 30 charm it's going to be basically impossible to hit her with gambits which are the only way to fight her without dying. Since she has only one square if anyone manages an armor break she’ll be stunned instantly. What does this mean? She’s an RNG boss, if you can dump enough gambits to get a lucky hit, she dies that turn when everyone dumps on her, if you run out of units before the stun wears out she’ll kill any character in the game in one round. Basically not a very fun boss, at least at the level range you’re expected to fight her. For context, her personal is basically a stronger version of a personal skill of a final boss in this very game, and you want people to fight her at level 20. Regarding Gluttony: Gluttony by contrast will have less chance of hitting you (assuming he’s using Unarmed as a weapon) than Black Beast Miklan and won’t do much more damage than Miklan’s beast form either. What you are calling combat arts I assume you mean staggering blows which are basically beast gambits. It’s interesting that he gets an immunity to range while prepping it but the level range he’s placed at, I’d expect him to go down rather easily for most players since gambits will land easily and many units should easily dodgetank normal combat with him. So while Lust has no weaknesses, gluttony really doesn’t have strengths. Regarding Wrath: I’m not sure if his passive could be implemented given the game mechanics but assuming it could, it’s fine. It’s basically free hawkeye and some weird inverse ability of hawkeye. His skill ranks reflect him well and his statline is fine. He’s not much of a threat, more tedious than anything since he also has counterattack and most units specializing in 2+ range aren’t known for tanking 2 30 str hits plus whichever sword flavored death he’s wielding. Regarding Pride: Gonna range from no issue to just rage inducing depending on students recruited. Not many Dark users since if you aren’t Black Eagles there’s… Lysithea and… Lysithea. We’ll have DLC character soon to fix that. For Faith Damage Black Eagles gets: Byleth and Edeglard (not likely) Blue Lions has Dimtri and Annette (not Likely) Sylvain and Ingrid (low-mid chance), Golden Deer has Lysithea and Marriane. Since all of these are limited it isn’t looking good for actually being able to damage this character unless you’re Lysithea and Hubert, so Blue Lions are SOL. Kind of annoying that his speed is so high but since his charm is so low any gambit even if it does no damage will stun him so the physical guys still have something they can do. Beyond that it's just spamming Seraphim since for those who have it, hopefully someone was gunning for mage sylvain and Ingrid or they can’t win if they’re going purist route. So for balance I generally wouldn’t consider planning a fight around being winnable by 3 characters only. Thematically I don’t even really remember how Pride died in Brotherhood though I remember how he got caged so I don’t have much of an opinion there. I’d ask if this is why Alphonse had such an odd mix of abilities but this came afterwards. Note: If its any faith spell, at least every mage has Nosferatu. Regarding Elric: Same thoughts as on Alphonse, for the most part. The Personal is extremely OP if paired with the bloat of healing items (i.e prayer ring) in place ingame, assuming Elric isn’t attacked too many times after he’s already been “killed”; If you dodge-tank build him, he literally can’t die. Given his extreme high base speed (3 more than Petra) and high growth (5 less than Petra) I don’t really see him getting hit and people will convert him to a flying unit to… its three houses they’ll convert him into a flyer for any reason. I think the automail passive is best Regarding Sloth: Basically a weaker beastdedue. Could be considered an early giant demonic beast but rather easily shut down. Like Gluttony, oddly weak compared to how strong Lust and Wrath are. Kind of odd none of your beasts used any of the standard beast barriers or were divided on what abilities they got at what health level so I’m assuming generic or none?. Regardless, those are my thoughts. I’m not really doing the number crunch and I'm mostly guessing at the expected strength/level the player should be at when they fight them. My philosophy towards these these of threads will differ drastically from others so you should keep that in mind once you’ve finished this. Quote Link to comment Share on other sites More sharing options...
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