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Old 05-18-2008, 06:44 PM   #1
Xylon Lionheart
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Default FE: Maidens of Realia

~::FIRE EMBLEM - MAIDENS OF REALIA::~

"A long time ago, our world of Aerion was created by two twin goddesses. The goddess named Realia had curly locks the color of sunlight, where the goddess named Charis had long, straight hair the color of the night sky. Charis formed the entirety of the earth, from the lowest sea to the highest mountain. Realia in turn became the mother of all life, including man, who was created in their image. However, Charis soon grew jealous of her sister, as mankind gave praise to only Realia for their creation. The bitter goddess spawned the vile monsters of the world and waged war against her sister and all of her own creation. The world was thrown into chaos. After years of brutal bloodshed, Realia only barely managed to defeat her sister. She sealed Charis away in the center of the earth so that she may never cause such devastation again. With the last of her strength drained, Realia fell into a deep slumber. Before she closed her eyes, she gave this final edict to the world. 'My beloved children, learn to love one another so that your light may continue to grow. When the light of the world becomes great enough, I will be able to awaken and turn Aerion into a beautiful paradise for all, free of pain, sorrow, and death.' And that is why the Church of Realia exists - to one day make this paradise a reality."




CREDITS

Game Masters

Xylon Lionheart
Mike Arcanum

Concept
Xylon Lionheart

Story
Xylon Lionheart

Art/Sprite Design
Intellegent Systems
Xylon Lionheart
Mike Arcanum

Portrait Sprites
Xylon Lionheart
The Mop
Mike Arcanum
Tithis

FE Original Concept
Intellegent Systems

Statistics, System, and AI
Xylon Lionheart

Maps
Mike Arcanum
Xylon Lionheart

Music
Xylon Lionheart

Xylon's Mistress
Xief

Mike's Mistress
Tomo

Tomo's Mistress
His Left Hand

Special Thanks
Everybody Who Plays
HMO for Hosting This Game
Phlogistic
My Family

Maidens of Realia is a trademark of Xylon Lionheart Inc. Fire Emblem is copyrighted by Intelligent Systems. All rights abused. Some restrictions apply. Batteries not included. Do not exceed three doses per day. Side effects include but are not limited to diarrhea, vomiting, sneezing, itching, low self esteem, blindness, cramps, the urge to listen to Air Supply, AIDS, and death. Women who are pregnant, may become pregnant, have ever been pregnant, or female should not attempt to become the next Ninja Warrior. Zazabar is a BAMF.
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Thank you everybody.

Last edited by Xylon Lionheart; 06-01-2008 at 01:52 PM..
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Old 05-18-2008, 06:45 PM   #2
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THE CHARACTERS


Xylon
PLAYER: Xylon Lionheart
CLASS: Lord
LEVEL: 8 EXP: 19
HP: 25 STR: 9 MAG: 8 SKL: 10 SPD: 14 LUCK: 11 DEF: 8 RES: 7 MOV: 6 CAP: 20
GROWTH: HP: 80% STR: 50% MAG: 45% SKL: 50% SPD: 55% LUCK: 55% DEF: 45% RES: 40%
SUPPORT: --
SKILLS: --
PROFICIENCY: Swords – D (8/20) Light – D (8/20)
WEAPONS: Iron Sword 26/46 Lightning 12/35 Vorpal Sword 35/40
ITEMS: Vulnerary 3/3



Gabriel
PLAYER: GeminiProverb (Tolby)
CLASS: Archer
LEVEL: 5 EXP: 65
HP: 19 STR: 8 MAG: 3 SKL: 9 SPD : 10 LUCK: 8 DEF: 10 RES: 6 MOV: 5 CAP: 20
GROWTH: HP: 50% STR: 45% MAG: 10% SKL: 55% SPD: 50% LUCK: 60% DEF: 25% RES: 30%
SUPPORT: --
SKILLS: Ballista
PROFICIENCY: Bows – C (4/30)
WEAPONS: Iron Bow 25/45 Steel Bow 25/30 Slim Sword 30/30
ITEMS: Vulnerary 2/3



Frog
PLAYER: Harvestfrog
CLASS: Cavalier
LEVEL: 6 EXP: 40
HP: 30 STR: 10 MAG: 2 SKL: 8 SPD : 10 LUCK: 9 DEF: 8 RES: 7 MOV: 7 CAP: 15
GROWTH: HP: 70% STR: 45% MAG: 15% SKL: 40% SPD: 45% LUCK: 35% DEF: 40% RES: 35%
SUPPORT: --
SKILLS: --
PROFICIENCY: Swords – E (14/15) Lances – D (5/20)
WEAPONS: Iron Sword 32/46 Iron Lance 27/45
ITEMS: Vulnerary 2/3 Elixir 3/3



Soala
PLAYER: Taco
CLASS: Heavy Knight
LEVEL: 6 EXP: 19
HP: 24 STR: 10 MAG: 0 SKL: 11 SPD : 5 LUCK: 3 DEF: 14 RES: 9 MOV: 4 CAP: 20
GROWTH: HP: 65% STR: 55% MAG: 5% SKL: 50% SPD: 25% LUCK: 25% DEF: 60% RES: 55%
SUPPORT: --
SKILLS: Shield
PROFICIENCY: Lances C – (10/30)
WEAPONS: Steel Lance 19/35 Javelin 22/25 Iron Lance 37/45
ITEMS: --



Miela
PLAYER: Mishieru
CLASS: Troubadour
LEVEL: 3 EXP: 87
HP: 19 STR: 5 MAG: 7 SKL: 7 SPD: 10 LUCK: 8 DEF: 5 RES: 10 MOV: 7 CAP: 15
GROWTH: HP: 60% STR: 30% MAG: 40% SKL: 35% SPD: 55% LUCK: 45% DEF: 35% RES: 30%
SUPPORT: --
SKILLS: --
PROFICIENCY: Staffs - D (8/20)
WEAPONS: Heal 8/30 Heal 30/30
ITEMS: Vulnerary 2/3 Vulnerary 3/3 Seraphim Robe 1/1



Zazabar
PLAYER: Zazabar
CLASS: Wyvern Rider
LEVEL: 4 EXP: 83
HP: 26 STR: 12 MAG: 0 SKL: 9 SPD: 5 LUCK: 5 DEF: 8 RES: 5 MOV: 7 CAP: 0/15
GROWTH: HP: 60% STR: 50% MAG: 5% SKL: 40% SPD: 35% LUCK: 30% DEF: 40% RES: 30%
SUPPORT: --
SKILLS: Parity, Vantage
PROFICIENCY: Lance - D (7/20)
WEAPONS: Iron Lance 38/45
ITEMS: Vulnerary 3/3



Cassus
PLAYER: Stingray
CLASS: Myrmidon
LEVEL: 3 EXP: 31
HP: 22 STR: 8 MAG: 5 SKL: 8 SPD: 9 LUCK: 1 DEF: 5 RES: 5 MOV: 5 CAP: 20
GROWTH: HP: 55% STR: 35% MAG: 25% SKL: 55% SPD: 60% LUCK: 30% DEF: 45% RES: 15%

SUPPORT: --
SKILLS: --
PROFICIENCY: Sword - D (9/20)
WEAPONS: Iron Sword 38/46 Slim Sword 29/30 Fire 37/40
ITEMS: Vulnerary 2/3



Catalina
PLAYER: Hollywood
CLASS: Shaman
LEVEL: 6 EXP: 0
HP: 20 STR: 7 MAG: 11 SKL: 8 SPD: 6 LUCK: 7 DEF: 6 RES: 9 MOV: 5 CAP: 20
GROWTH: HP: 40% STR: 45% MAG: 55% SKL: 45% SPD: 30% LUCK: 40% DEF: 35% RES: 40%
SUPPORT: --
SKILLS: Wrath
PROFICIENCY: Dark - D (0/20)
WEAPONS: Flux 45/45
ITEMS: Vulnerary 3/3 Red Gem --/--



Patches
PLAYER: ToueV2
CLASS: Pirate
LEVEL: 3 EXP: 66
HP: 30 STR: 10 MAG: 0 SKL: 7 SPD: 9 LUCK: 5 DEF: 6 RES: 2 MOV: 5 CAP: 20
GROWTH: HP: 75% STR: 60% MAG: 5% SKL: 40% SPD: 45% LUCK: 25% DEF: 25% RES: 25%
SUPPORT: --
SKILLS: --
PROFICIENCY: Axe - D (3/20)
WEAPONS: Iron Axe 42/45 Steel Axe 30/30
ITEMS: Vulnerary 3/3



Rictor
PLAYER: Shadownami
CLASS: Mage
LEVEL: 2 EXP: 95
HP: 22 STR: 3 MAG: 9 SKL: 7 SPD: 7 LUCK: 1 DEF: 5 RES: 5 MOV: 5 CAP: 20
GROWTH: HP: 50% STR: 20% MAG: 55% SKL: 45% SPD: 45% LUCK: 25% DEF: 40% RES: 45%
SUPPORT: --
SKILLS: --
PROFICIENCY: Ice - E (0/15) Wind - E (0/15) Fire - E (0/15) Thunder - D (4/20)
WEAPONS: Thunder 36/40
ITEMS: Vulnerary 3/3



Dedrec
PLAYER: Tithis
CLASS: Thief
LEVEL: 1 EXP: 15
HP: 19 STR: 5 MAG: 0 SKL: 10 SPD: 12 LUCK: 6 DEF: 5 RES: 0 MOV: 6 CAP: 20
GROWTH: HP: 55% STR: 50% MAG: 10% SKL: 60% SPD: 55% LUCK: 60% DEF: 35% RES: 25%
SUPPORT: --
SKILLS: Steal
PROFICIENCY: Sword - E (2/15)
WEAPONS: Iron Sword 44/46 Slim Sword 35/35
ITEMS: Lockpick 15/15


PARTY'S GOLD - 1,900

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Old 05-18-2008, 06:45 PM   #3
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CHARACTER'S CURRENTLY INVOLVED IN CIARAN'S STORY


OTHER CHARACTERS



MUST BE HERE UNTIL JEFF FIXES THINGS.

RULES


Maidens of Realia is a game of my own creation using the rules, engine, and mechanics of the well-known Nintendo/Intelligent Systems game Fire Emblem. However, instead of one player controlling the entire army, players create a player of their own creation and control that character alone, cooperating with the other players in order to work effectively towards a common goal. First before one begins, they need to create their own character.

CHARACTER CREATION

First, you must decide on what class you want your character to be. A character's class is character's identity on the battle field. Their class dictates what weapons they can use, what their initial stats will start off as, and what promoted classes they can become. Promoted classes all have their own unique mastery skills they can use should their character come into contact with a certain item. Promoted classes also have a set stat limit called a cap. A unit's stats cannot exceed the cap, so keep that in mind when creating your character.

Once you choose a class, you then have 25 points that you are allowed to distribute over the unit's stats. Each unit has a total of 12 different stats.

HP: Just as it sounds it dictates how much damage you can take before being KO'ed.
STR: Strength not only dictates how strong physical attacks are, but also determines how well your character can handle the weight of their weapon.
MAG: Magic is the same as strength, except for magical attacks. Some physical weapons use nothing but Magic when determining their strength.
SKL: Skill dictates how accurate you are with your weapon and how likely you are to strike a critical blow.
SPD: Speed determines how well you can dodge attacks, as well as if you will be able to strike twice in one turn. Of course high speed means nothing if a heavy weapon slows you down.
LUCK: Luck affects a lot of various aspects, but mostly it prevents others from being able to land a critical blow on you. Don't discredit this stat.
DEF: Every point in Defense negates a point of the enemy's Strength.
RES: Every point in Resistance negates a point of the enemy's Magic.

These are the only skills you can use those 25 points in. There are four other stats that each unit has.
LEVEL: A unit's level. When an unpromoted unit his level 21, they promote and go back to level 1. A promoted unit cannot gain any more levels at level 20.
EXP: A unit's experience. It always takes 100 EXP to go up a level.
MOV: Movement shows how many unhindered spaces a character can traverse in one turn.
CAP: Capacity shows how many points a character can use to learn different skills.

After that has been done, the creator must must then determine their character's growth rates. Growth Rates show how likely it is for a stat to go up when a unit levels up. Each person is allowed 300 points as a base amount of points they can distribute. I may award additional points based on various other aspects, such as playing other old games of mine. Each stat must have five growth points alloted to it at least, with the exception of HP, which needs a minimum of thirty. From that point on, you can put your points into whatever stats you feel like.

Instead of using all 300 points in growth rates, one can also spend their points on additional levels and skills. Each level will cost 10 points, and allow you to add 3 additional points to your starting stats. Each skill will cost twice as much as it's CAP level costs.

On later levels, in order for one to keep up with the higher levels, I may award people bonus levels. However, if one gives themselves additional levels at the beginning, and I was planning on awarding people bonus levels, I will increase the amount of bonus levels awarded even higher than my original plan. Case in point, I was planning on just having Catalina start the first game at level 3. Her creator decided to give her 2 extra levels. Because of that, I increased the amount of bonus levels from 2 to 4, so she started at level 7.

Just remember what your class specializes in. If you do not, you might find yourself in a world of hurt later in the game.

Once your character has been created and added into the game, you can start playing!

GAME PROCEDURE

The game is broken up into various chapters and are designed to tell a large overlapping story. Each chapter goes in this order:

ITEM TRADING/SUPPORT CONVERSATIONS: Before the chapter begins, feel free to trade items freely with all other players. People who qualify can also begin support conversations. More on those later.

ITEMS: Each person can carry 4 weapons and 4 normal items. Each item has a different effect, so look on the statistics page to see what they do. Weapons and items all have different statistics that one should be aware of.

NAME - Self-explanitory
PRICE - This is how much it costs to buy this weapon. Sell-back rates may vary from this.
USES - How many times you can use a an item before it disappears from your inventory.
RANK - The level of the weapon. If your weapon rank is not high enough, you can't use that weapon.
RANGE - How many spaces away you can use your weapon.
WEIGHT - How heavy a weapon is. If a weapon is heavier than your strength, it will slow you down.
MIGHT - This stat shows how strong a weapon is. This stat is added directly to your STR when determining total strength.
ACCURACY - How likely it is that you will land your strike.
CRIT - How likely it is that you will do a critical blow.
LIST - When you use a staff, how much experience you get from the use.
NOTES - List additional information about the weapon.

WEAPON TRIANGLES: Certain weapons have an advantage over other weapons. A weapon with an advantage will do additional damage and have higher accuracy. A weaker weapon will have less strength and will more likely miss. The exception are "reaver" weapons, which reverse and multiply the effect by 2.

Here are the three triangles.

WEAPON TRIANGLE
Sword beats Axe, Axe beats Lance, Lance beats Sword

ANIMA TRIANGLE
Fire beats Wind/Ice, Wind/Ice beats Thunder, Thunder beats Fire

MAGIC TRIANGLE
Anima beats Light, Light beats Dark, Dark beats Anima

ATTACKING WITH STAFFS
You cannot attack directly with a staff. However if a staff user is attack directly, they are allowed to counter-attack, just like in FE10.

ROSTER DETERMINATION: Each map only has a certain amount of characters allowed to play on it at once. If you want to play a map, you need to be around to count yourself in for the next roster. This discourages people from not committing to the game, as not participating in multiple maps will cause your character to severely fall behind. This also keeps the maps from becoming far too clustered.

OPENING NARRATIVE: Once the chapter begins, we start with a short story bringing us up to the next conflict.

GAME: Once the game begins, a map will be posted, along with the statistics of all the enemies on the map.

PLAYER TURN: Each player will then move their own character. Unless specified otherwise, the people will move in order of who posted when, so if somebody takes the spot you wanted, tough luck. You can attempt to work it out with them if you really want to. You can always list a second or third choice of action if your first action is prohibited. Generally, here is how people's turns go.

1. Move your unit.

2. Secondary Actions, which include the following:
A. Trading Items
B. Talking
C. Give a Unit to another Unit
D. Dropping a Unit

3. One Primary Action, which include the following:
A. Attacking
B. Healing
C. Shoving a Unit 1 space away
D. Rescuing a Unit
E. Entering a House/Shop/Arena
F. Steal if you are a Thief
G. Open a Door/Chest

4. If you are a mounted unit, and did not use up all your movement points, you are then allowed to move again. You are only allowed to move as many spaces as you didn't move before. For example, if you have 7 movement points, and you moved 4 spaces the first time. You can then move 3 spaces now.

When you move a character, you can only move up, down, left, and right. Diagonal movements are not allowed. Well, actually they are, but let me clarify. If you move diagonally, you move one space horizontally, and one space vertically, which costs two movement points. You can move as much as you want in any direction in one turn as long as you have the movement points for them.

Another thing to keep track of on the map is terrain. Terrain can have various effects on the units of the game. For example, a unit standing in a forest gets an additional defensive and evasive boost. However, terrain can also inhibit movement. The same forest space costs two movement points to move onto. That's assuming you are on foot, of course. Mounted units will actually have to use three movement points to go through that panel! Flying units of course are not inhibited by terrain, but they do not get terrain bonuses either, with the exception of healing terrain areas like thrones and forts. The only terrain that flying units cannot cross are interior walls.

Also, if you want to check what would happen if you attacked an enemy unit, ask me, and I'll post the statistics of what would happen if you attacked. That way you can have a more informed idea on what you want to do.

ENEMY TURN: After everybody makes their move, the enemy has their chance to do whatever they desire. They can do everything that you can do on a turn, and are all controlled by me. Of course I'm going to move them as if they were computer controlled, so don't expect them to be extremely smart.

PARTNER PHASE: When any partners move, this is when they do so.

OTHER PHASE: The rest move here.

WINNING OR LOSING: It then goes back to the players. This repeats until the objective is met, or the army loses. The army loses if a certain goal is not met, or a lord dies. At that point the map starts over from the very beginning.

DYING: By the way, unlike other Fire Emblem games, if your character dies, he is not dead for good. However, if your character dies, he or she must sit the next map out.

ENDING DIALOG: This wraps up the chapter before moving on to the next one.

SKILLS
Each unit can have a certain amount of skills to help give them an advantage in battle. There are three types of Skills.

SOLDIER - These skills automatically are assigned to certain classes, and don't use any CAP points.

CIVILIAN - Anybody can use these skills. They just need to use the respective Scroll needed to learn the skill. These skills cost between 5 to 15 CAP points.

MASTERY - When a promoted unit uses an Occult Scroll, they learn their respective Mastery Skill. Each class has a unique Mastery Skill that they can learn. All Mastery Skills cost 20 CAP points.

SUPPORT CONVERSATIONS

This is a very important part of any Fire Emblem game. You can gain support levels with you various allies throughout the game. After being in a battle with a character three times, you are allowed to have a support conversation with another person's character. Talk with the other player in private to create the conversation. This is how the conversation should be formatted.

FRED/TED SUPPORT CONVERSATION RANK C

Fred: Hey, I'm Fred.
Ted: Hey, I'm Ted.
Fred: Hi Ted.
Ted: Hi Fred.

That's just the bare minimum, and the conversations are generally much longer, but at least you get the idea. The first time you support with somebody, your support rank goes up to C. After the second time, it goes to B, and the third, A. The level determines how close you are to the characters, and as such the conversations should show that.

Rank C: You just met, and the two of you are now friends/rivals/bitter enemies/something.
Rank B: Your relationship is growing. Tension builds or something like that.
Rank A: This person is now your best friend or lover. If you reach this rank with somebody, the two of you get a special ending together at the end of the game.

Each support uses up one Support Point. Each character has 5 and only 5 support points they can use. That means that you can only reach Rank A with only one person. However, you can spend the points however you want to. If you really want, you can simply spend one point on five different people.

So why even do support conversations? Because it gives you bonuses in battle, of course! If you stand 3 or less spaces away from a character that you have a support rank with, you gain evasive and critical bonuses! Use this fact to your advantage.
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Old 05-18-2008, 06:46 PM   #4
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WEAPONS

NAME - COST - USE - RANK - RNG - WT MT HIT CRIT - NOTES

Swords
Vorpal Sword - * - 40 - * - 1 - 6 7 95 10 - Exclusively for Xylon. Effective against armor.
Iron Sword - 460 - 46 - E - 1 - 7 5 90 0 - A standard sword.
Slim Sword - 560 - 30 - E - 1 - 5 3 100 5 - Low power, but high Hit rate.
Armorslayer - 1,260 - 18 - D - 1 - 17 8 80 0 - Effective against armored units.
Iron Blade - 980 - 35 - D - 1 - 15 9 70 0 - High power, but low Hit rate.
Longsword - 1,260 - 18 - D - 1 - 15 6 85 0 - Effective against cavalry.
Steel Sword - 700 - 35 - D - 1 - 12 8 75 0 - A fairly powerful sword.
Venin Edge - * - 40 - D - 1 - 8 3 70 0 - Poisons opponent.
Wyrmslayer - * - 30 - C - 1 - 5 8 75 0 - Effective against dragons and wyverns.

Lances
Iron Lance - 360 - 45 - E - 1 - 8 7 80 0 - A standard lance.
Javelin - 500 - 25 - E - 1 or 2 - 11 6 60 0 - A lance capable of distance attacks.
Slim Lance - 450 - 30 - E - 1 - 6 4 85 5 - Low power, but high Hit rate.
Heavy Spear - * - 18 - D - 1 - 18 8 80 0 - Effective against armored units.
Knight Killer - 1,170 - D - 1 - 17 7 70 0 - Effective against mounted units.
Steal Lance - 480 - 30 - D - 1 - 13 10 70 0 - A fairly powerful lance.
Venin Lance - * - 40 - D - 1 - 9 4 65 0 - Poisons opponent.
Beast Lance - * - 18 - C - 1 - 17 12 75 0 - Effective against monsters.
Killer Lance - * - 20 - C - 1 - 10 10 70 30 - Has a high chance of dealing a critical blow.
Short Spear - * - 15 - C - 1 or 2 - 17 12 70 0 - Fairly strong and can attack from a distance.

Axes
Iron Axe - 270 - 45 - E - 1 - 10 8 75 0 - A standard axe.
Hand Axe - 375 - 25 - E - 1 or 2 - 13 7 55 0 - An axe capable of distance attacks.
Hammer - 800 - 20 - D - 1 - 20 10 55 0 - Effective against armored units.
Poleax - 810 - 18 - D - 1 - 18 10 60 0 - Effective against mounted units.
Steel Axe - 360 - 30 - D - 1 - 15 11 65 0 - A fairly powerful axe.
Venin Axe - * - 40 - D - 1 - 11 5 60 0 - Poisons opponent.
Beast Axe - * - 15 - C - 1 - 16 13 65 0 - Effective against monsters.
Killer Axe - * - 20 - C - 1 - 12 12 65 30 - Has a high chance of dealing a critical blow.
Short Axe - * - 15 - C - 1 or 2 - 13 10 65 0 - Fairly strong and can attack from a distance.

Bows
Iron Bow - 540 - 45 - E - 2 - 5 6 85 0 - A standard bow.
Longbow - 2,000 - 20 - D 2 or 3 - 10 5 65 0 - A bow with a long range.
Steel Bow - 720 - 30 - D - 2 - 9 9 70 0 - A fairly powerful bow.
Venin Bow - * - 40 - D - 2 - 5 4 65 0 - Poisons opponent.
Beast Bow - * - 15 - C - 2 - 10 10 75 0 - Effective against monsters.
Killer Bow - * - 20 - C - 2 - 7 9 75 39 0 - Has a high chance of dealing a critical blow.

Fire
All Fire magic is effective against calvary and pegasi.
Fire - 560 - 40 - E - 1 or 2 - 3 5 90 0 - Standard fire magic.
Elfire - 1,800 - 30 - D - 1 or 2 - 5 7 85 0 - Powerful fire magic.

Thunder
All Thunder magic is effective against dragons and wyverns.
Thunder - 600 - 40 - E - 1 or 2 - 4 6 85 0 - Standard thunder magic.
Elthunder - 1,950 - 30 - D - 1 or 2 - 6 8 75 0 - Powerful thunder magic.

Wind
All Wind magic is effective against flying units.
Wind - 520 - 40 - E - 1 or 2 - 1 3 100 0 - Standard wind magic.
Elwind - 1,650 - 30 - D - 1 or 2 - 2 6 90 0 - Powerful wind magic.

Ice
All Ice magic is effective against armored units.
Ice - 520 - 40 - E - 1 or 2 - 1 3 100 0 - Standard ice magic.
Elice - 1,650 - 30 - D - 1 or 2 - 2 6 90 0 - Powerful ice magic.

Light
All Light magic is effective against monsters.
Lightning - 630 - 35 - E - 1 or 2 - 6 4 95 5 - Standard light magic.
Shine - 2,000 - 30 - D - 1 or 2 - 8 6 90 8 - Powerful light magic.

Dark
Flux - 900 - 45 - D - 1 or 2 - 8 7 80 0 - Standard dark magic.
Nosferatu - * - 20 - C - 1 or 2 -14 10 70 0 - Steals a target's HP and adds it to the caster's.

Monster
Demon Surge * - * - * -1 or 2 - 10 11 80 0 - *
Shadowshot -* - 5 - * - 3 to 10 - 20 13 70 5 - *
Sharp Claw - * - * - * -1 - 14 14 65 0 - *
Rotten Claw - * - * - * - 1 - 8 7 80 0 - *
Fetid Claw - * - * - * - 1 - 10 12 75 0 - *
Poison Claw - * - * - * - 1 - 10 6 65 0 - Poisons on contact.
Lethal Talon - * - * - * - 1 - 12 10 60 0 - Poisons on contact.
Fiery Fang - * - * - * - 1 - 5 5 90 0 - *
Hellfang - * - * - * - 1 8 13 80 0 - Poisons on contact.
Evil Eye - * - * - * - 1 or 2 - 6 7 85 0 - *
Crimson Eye - * - * - * - 1 and 2 - 13 14 70 5 - *
Stone - * - 5 - * - 1 to 3 - 8 - 0 65 0 - Petrifies on contact.

Staffs
NAME - COST - USE - RANK - RNG - WT MT HIT CRIT - MHIT - EXP - NOTES
Heal - 600 - 30 - E - 1 - 2 2 80 5 - 100 - 11 - Restores 10+MAG HP to the target unit.
Mend - 1,000 - 20 - D - 1 - 4 1 90 10 - 100 -12 - Restores 20+MAG HP to the target unit.

ITEMS

NAME - BUY - SELL - USES - NOTES

Usable
Vulnerary - 300 - 50 - 3 - Restores 10 HP to a unit.
Elixir - 3,000 - 500 - 3 - Restores all HP to a unit.
Antitoxin - 450 - 75 - 3 - Cures poison.
Pure Water - 900 - 150 - 3 - Raises a units RES. Effect fades with time.
Lockpick - 1,200 - 40 - 15 - Exclusively for Thieves and Assassins. Unlocks doors and chests.
Door Key - * - 25 - 1 - Opens a locked door.
Chest Key - 1,500 - 150 - 1 to 5 - Opens a locked chest.

Stat Boosting
Seraph Robe - 8,000 - 4,000 - 1 - Unit's max HP increases by 7.
Energy Drop - 8,000 - 4,000 - 1 - Unit's max STR increases by 2.
Spirit Dust - 8,000 - 4,000 - 1 - Unit's max MAG increases by 2.
Secret Book - 8,000 - 4,000 - 1 - Unit's max SKL increases by 2.
Speedwing - 8,000 - 4,000 - 1 - Unit's max SPD increases by 2.
Realia Icon - 8,000 - 4,000 - 1 - Unit's max LUCK increases by 2.
Dracoshield - 8,000 - 4,000 - 1 - Unit's max DEF increases by 2.
Talisman - 8,000 - 4,000 - 1 - Unit's max DEF increases by 2.
Boots - * - 4,000 - 1 - Unit's max MOV increases by 2.
Afa's Drops - * - * - 1 - Expect something good when one uses this.

Equip
Delphi Shield - * - 4,000 - Protects a flying unit from arrows.
Knight Ward - * - 6,000 - Raises DEF and RES by 2. Exclusive to the Lancemen evolution tree.
Iron Rune - * - 2,500 - Prevents a unit from receiving a critical hit.
Knight Ring - * - 7,500 - Allows wearer to move again as if it were a mounted unit.
Golden Rune - * - 10,000 - Protects a unit from effective magic.
Full Guard - * - 10,000 - Protects a unit from effective weapons.
Devil's Glove - * - 6,000 - Raises critical hit, but sometimes stops wearer from attacking at all. 40 - LUCK
Comfy Shoes - * - 6,000 - Raises SPD and LUCK by 2. Exclusive to the Swordsmen evolution tree.
Gauntlet - * - 6,000 - Raises STR and SKL by 2. Exclusive to the Infantrymen evolution tree.
Magic Brooch - * - 5,000 - Increases MAG and STR by 2. Exclusive to magic-users.
Silver Card - * - * - Can buy items at half price.
Member Card - * - * - Can enter secret shops.

Other
Red Gem - * - 2,500 - A valuable jewel.
Blue Gem - * - 5,000 - A valuable jewel.
White Gem - * - 10,000 - A valuable jewel.

MINIMUM BASE STATS

HP STR MAG SKL SPD LUCK DEF RES MOV CAP

Cavalier(M)
20 5 0 2 5 0 3 0 7 15

Cavalier(F)
18 5 0 2 6 0 2 1 7 15

Heavy Knight
20 5 0 3 0 0 9 0 4 20

Myrmidon(M)
17 4 0 5 5 0 3 0 5 20

Myrmidon(F)
15 3 0 5 6 0 3 2 5 20

Thief
16 3 0 2 9 0 2 0 6 20

Archer
18 3 0 6 3 0 4 0 5 20

Mercenary
21 5 1 3 3 0 4 0 5 20

Fighter
24 5 0 3 2 0 4 0 5 20

Pirate
24 6 0 3 4 0 1 0 5 20

Brigand
24 6 0 3 4 0 1 0 5 20

Pegasus Knight
14 4 0 4 6 0 3 2 7 15

Wyvern Rider
20 6 0 3 2 0 5 0 7 15

Mage(M)
16 0 4 3 4 2 1 4 5 20

Mage(F)
16 0 4 4 5 2 0 3 5 20

Cleric
16 0 3 2 2 2 2 7 5 20

Sister
16 0 3 2 2 2 2 7 5 20

Troubadour
14 1 2 2 3 2 1 6 7 15

Priest
18 0 3 3 2 0 1 8 5 20

Monk
16 1 3 3 4 0 1 6 5 20

Druid(M)
18 3 5 2 1 0 2 4 5 20

Druid(F)
18 2 5 2 2 0 2 4 5 20

STAT CAPS

SKILLS

Soldier Skills
NAME - CLASS - DESCRIPTION
Ballista - Archer/Sniper - Allows the unit to use ballistae.
Hiking - Brigand/Berserker/Warrior - Can walk on mountains.
Dedication - Swordmaster/Berserker/Bishop/Wyvern Knight - Unit gets a 15% Crit bonus.
Pick - Rouge - Unit can open chests and doors without the need of a pick.
Sealegs - Pirate/Berserker/Warrior - Can walk on water.
Shield - Heavy Knight/Hero - Sometimes reduces the damage done by an enemy's physical attack. Based on SKL.
Silencer - Assassin - Allows unit to OHKO. Not very common, and does not work on bosses.
Steal - Thief/Rogue - Allows thieves to steal from other units.
Summon - Summoner - Allows Summoner to summon phantoms, which move on their own. Maximum of three phantoms on the screen at once.
True Shield - General - Negates an enemy's attack or magic completely. Based on SKL.

5-Point Civilian Skills
Miracle - Rather than kill you, an otherwise fatal blow only takes away half your health. Based on LUCK.
Parity - Negates an enemy's stat bonuses.
Provoke - Enemies are more likely to attack you.
Shade - Enemies are less likely to attack you.

10-Point Civilian Skills
Adept - Causes a unit to do an additional attack. Based on SKL.
Corrosion - Increases the use cost of an opponent's weapon. Based on SKL.
Counter - Returns half the damage that the enemies deal you back to them. Based on SKL.
Daunt - Affects opposing units' hit and crit rates nearby. Cannot start with this skill.
Gamble - Allows one to double their crit rate at the cost of 30% accuracy. You can choose when/if you activate this skill or not.
Guard - Prevents enemy from striking more than once. Based on SKL.
Resolve - When your HP is less than half, multiply STR, SKL, and SPD by 1.5
Savior - Eliminates SKL and SPD penalites when carrying another unit.
Smite - Allowed to push another unit two spaces as opposed to just 1.
Vantage - Allows you to strike first, even in enemy initiated combat.
Wrath - When HP is less than half, double the chance of doing a critical attack.

15-Point Civilian Skills
Blossom - Growth rates are increased at the cost of half of the EXP earned in battle.
Celerity - Increases a unit's movement by 2.
Nihil - Negates all enemy skills in combat.
Paragon - EXP earned is doubled at the cost of slightly lower growth rates.
Reinforce - Calls 3 units of the same class to the battlefield. Extra units controlled by AI. Skill only allowed to be used twice per battle.
Renewal - Unit heals 1/10th of their HP at the start of every turn.


Mastery Skills
???? - ???? - Xylon's Mastery Skill
???? - ???? - Cieran's Mastery Skill
Astra - Swordmaster - Occasionally allows unit to do 5 attacks at half damage. Based on SKL.
Cancel - Druid/Summoner - Negates an enemy's counter-action. Based on SKL.
Colossus - Warrior/Berserker - Inflicts additional damage, based on SKL and STR.
Deadeye - Sniper - Hitting the enemy is guaranteed, and puts the enemy to sleep. Based on SKL.
Flare - Sage/Monk/Mage Knight - Halves enemy resistance. Based on SKL.
Lethality - Assassin - Allows for a 1 Hit KO more frequently. Based on SKL. Does not work on bosses.
Luna - General/Great Knight/Wyvern Knight - Halves unit's defense. Based on SKL.
Sol - Paladin/Valkyrie/Ranger - Heals HP equal to the amount of damage dealt to an enemy. Based on SKL.
Stun - Falcoknight/Wyvern Lord - Immobilizes an enemy for 1 turn after being hit. Based on SKL.
Swiftness - Rogue/Hero - Occasionally releases an unblockable attack that is immediately followed by another attack. Can occur in succession. Based on SKL.
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Last edited by Xylon Lionheart; 07-16-2009 at 02:51 PM..
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Old 05-18-2008, 06:46 PM   #5
Xylon Lionheart
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Blue units means that we either have that class, or there is no reason that we shouldn't have this class later.
Green units mean that it's possible to have that unit, but there is a chance that we won't.
Red units means that we don't have that class.
The numbers show how many units there are of that class.
Red X means that I'd prefer no more of these classes.
Blue Square means that I don't mind that there are none of that class.
Green Circle means that I'd like to see a second of this class eventually.

Classes in MAIDENS OF REALIA

Unpromoted Classes

Cavalier
Wields: Swords/Spears

Can promote to: Paladin or Great Knight
The Cavalier is the unit that sets all the standards in Fire Emblem. With average stats in every field, it is the only unpromoted class with the ability to wield multiple weapons.

Heavy Knight
Wield: Spears
Can promote to: Great Knight or General

The Heavy Knight is the king of defense, hands down. Their attack is very strong as well. Beware, though. With this strength comes a severe lack of speed.

Myrmidon
Wield: Swords
Can promote to: Swordmaster or Assassin
With speed unmatched by any other class, the Myrmidon is all about killing quickly. They have poor defense, so often it comes down to kill or be killed.

Thief
Wield: Swords
Can promote to: Assassin or Rouge
Thieves have weaker stats than other characters, but their ability to steal items from enemies as well as unlock chess and doors is vital to the team’s success.

Archer
Wield: Bows
Can promote to: Ranger or Sniper
The archer has no glaring weaknesses at all, apart from the ability to counter-attack direct attacks. Plus, with their bows, they have an advantage against flying foes.

Mercenary
Wields: Swords
Can promote to: Ranger or Hero
Mercenaries are a little slower than Myrmidons, but their attack is much higher, as well as their defense. They are a bit weak against magic.


Fighter
Wields: Axe
Can promote to: Hero or Warrior
This is strong person who has terrific attack and defense. Their speed is not as amazing.

Pirate (Male only)
Wields: Axe
Can promote to: Warrior or Berserker
Straight from the ocean, pirates have great attack and speed. They don't wear armor and thus have poor defense. The pirate can walk across water.

Brigand (Male only)
Wields: Axe
Can promote to: Warrior or Berserker.
The Brigand is a pirate that can walk across mountains.

Pegasus Knight (Flying - Female only)
Wields: Spear
Can promote to: Wyvern Knight or Falcoknight
These princesses of the sky have very good speed, skill, and magical resistance. They are weak against bows, however.

Wyvern Rider (Flying - Male only)
Wields: Spear
Can promote to: Wyvern Lord or Wyvern Knight
After years of harsh training, these men have great strength, and defense, as well as the ability to fly over their adversaries. However, they are not good at handling bows or magic.

Mage
Wields: Anima
Can promote to: Sage or Mage Knight
Mages are the standard magic user, with no real strengths or weaknesses. They are a solid unit.

Monk (Male only)
Wields: Light
Can promote to: Bishop or Sage
A monk has high speed a decent attack, but lacks in defense. They are masters of holy magic.

Sister (Female only)
Wields: Light
Can promote to: Bishop or Sage
A Sister is a female Monk. ‘Nuff said.

Cleric (Female only)
Wields: Staves
Can promote to: Bishop or Valkyrie
Clerics are terrible in battle, but have the ability to heal others, which is a skill that all good armies need in order to survive.

Priest (Male only)
Wields: Staffs
Can promote to: Bishop or Sage
A Priest is a male Cleric. He promotes exactly like a Monk does.

Troubadour (Female only)
Wields: Staffs
Can promote to: Mage Knight or Valkyrie
Troubadours are like clerics, however they are on horseback, and as such can move farther. This is offset by lacking as much magical prowess as a cleric.

Shaman
Wields: Dark
Can promote to: Druid or Summoner
The masters of darkness, Shamans are known for having brutally powerful spells, but being a bit slow.

Promoted Classes

Paladin
Wields: Swords and Spears
The paladin has the best movement of the entire game. They are very fast and have no glaring weaknesses.

Great Knight
Wields: Swords, Spears, and Axes
Great Knights have solid stats and can wield any weapon they need for any purpose. They rule the weapon triangle. This is possibly the most balanced unit in the entire game.

General
Wields: Spears and Axes
Generals have great defense and sometimes have the ability to block an attack altogether, no matter what the opponent's HIT percent is!

Swordmaster
Wields: Swords
Swordmasters can only use swords, but have learned to do so better than any other class. They have a 15% better chance of doing a critical hit than any other sword user.

Assassin
Wields: Swords
This class is extremely dangerous. They have the ability to automatically kill any unit, regardless of HP or defense. Assassins cannot steal or unlock things, so if you were a thief, be wary of that.

Rogue
Wields: Swords
Rouges are essentially upgraded thieves. They no longer require picks to unlock doors and chests anymore. They are a requirement for later missions if you want your army to be well equipped.

Sniper
Wields: Bows
Snipers are the most deadly bow users. They are also the only promoted unit that can use ballistae.

Ranger
Wields: Bows and Swords
The only class to wield bows and swords, the Ranger has great overall stats as well. You can't go wrong with this class.

Hero
Wields: Swords and Axes
Being able to attack with both the speedy sword and the powerful axe in any given situation, the hero is ready for anything.

Warrior
Wields: Axes and Bows
The warrior has ridiculous strength, and can change between bows and axes to give them the edge they need in battle.

Berserker (Male only)
Wields: Axes
Imagine this: the amazing power of axes, plus a high chance of doing a critical hit with them. That's the berserker.

Wyvern Lord (Flying - Male only)
Wields: Spears and Swords
The Wyvern Lord can now use swords in battle, making it even harder for their enemies to take down. They have the strongest defense of all flying units.

Wyvern Knight (Flying)
Wields: Spears
While they can only wield spears, they are the only flying unit to receive the special critical bonus for specializing in a single weapon.

Falcoknight (Flying - Female only)
Wields: Swords and Spears
In addition to having swords and spears, Falcoknights have tremendous speed.

Sage
Wields: Anima, Light, and Staffs
Sages are the masters of magic. Out of all the light-based classes, this is the only class able to use anima, light, and staffs all at once.

Bishop
Wields: Light and Staffs
With the power of Realia on their side, bishops can wield light magic more powerfully than any other class. They are the only magic class to get a critical bonus when they promote, possibly making them the most dangerous magical attacker.

Valkyrie (Female Only)
Wields: Swords, and Light/Staffs

The Valkyrie has the distinct honor of being the only unit to be able to wield both magic melee weapons. Whatever you wield besides a sword is determined by what you were before promotion.

Mage Knight
Wields: Staffs/Anima/Light
Mage Knights are akin to Valkyries, but retain their focus on solely magic. They are also much faster than sages. However, they can only wield two of the same class magic at once.

Druids
Wields: Dark, Anima, and Staffs

Druids are the strongest wizards of them all, with the power to use both dark and anima magic.

Summoners
Wields: Dark and Staffs
While they can only wield Dark magic, they have the ability to summon the undead to completely guard them from incoming enemy attacks.

Last edited by Xylon Lionheart; 06-04-2008 at 07:46 PM..
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Old 05-18-2008, 06:50 PM   #6
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Hi.
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Old 05-18-2008, 06:51 PM   #7
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Hey, whats up?
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Old 05-18-2008, 06:56 PM   #8
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Sexy
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Old 05-18-2008, 07:19 PM   #9
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Sexist.
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Old 05-18-2008, 07:22 PM   #10
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3 words

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GEEKED
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