It is currently Fri May 24, 2013 6:26 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 402 posts ]  Go to page 1, 2, 3, 4, 5 ... 21  Next
Author Message
 Post subject: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 9:44 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
~::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."

Image

CREDITS

Game Master
Xylon Lionheart

Concept
Xylon Lionheart

Story
Xylon Lionheart
mscupcakes
Mike Arcanum

Art/Sprite Design
Intellegent Systems
Xylon Lionheart
Mike Arcanum

Portrait Sprites
Xylon Lionheart
Reflection_Z
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
mscupcakes

Mike's Mistress
Link

Link's Mistress
His Left Hand

Special Thanks
Everybody who plays
TheGameHeroes for Hosting This Game
HMO for originally hosting the 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. Mickey is a BAMF.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Last edited by Xylon Lionheart on Mon Aug 10, 2009 7:28 pm, edited 7 times in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 9:45 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Image
Miku
PLAYER: MsCupcakes
CLASS: Lord
LEVEL: 4 EXP: 16
HP: 21 STR: 6 MAG: 11 SKL: 9 SPD: 5 LUCK: 6 DEF: 7 RES: 6 MOV: 6 CAP: 20
GROWTH: HP: 70% STR: 30% MAG: 60% SKL: 55% SPD: 55% LUCK: 55% DEF: 35% RES: 30%
SUPPORT: --
SKILLS: --
PROFICIENCY: Swords – E (1/15) Light – E (0/20)
WEAPONS: Lightning 20/35 Slim Sword 30/30 Vorpal Sword 45/45
ITEMS: Vulnerary 1/3 Seraph Robe 1/1
ImageImage

Image
Axel
PLAYER: Axel
CLASS: Heavy Knight
LEVEL: 4 EXP: 42
HP: 27 STR: 11 MAG: 0 SKL: 8 SPD: 1 LUCK: 6 DEF: 13 RES: 6 MOV: 5 CAP: 20
GROWTH: HP: 50% STR: 50% MAG: 5% SKL: 40% SPD: 20% LUCK: 45% DEF: 60% RES: 50%
SUPPORT: --
SKILLS: Shield
PROFICIENCY: Lances – D (14/20)
WEAPONS: E-Steel Lance 17/30 Javelin 21/25
ITEMS: --
ImageImage

Image
Daigo
PLAYER: Daigo
CLASS: Myrmidon
LEVEL: 4 EXP: 49
HP: 23 STR: 7 MAG: 3 SKL: 8 SPD: 8 LUCK: 5 DEF: 6 RES: 5 MOV: 5 CAP: 20
GROWTH: HP: 50% STR: 45% MAG: 20% SKL: 45% SPD: 45% LUCK: 35% DEF: 30% RES: 30%
SUPPORT: --
SKILLS: Vantage
PROFICIENCY: Swords – D (17/20)
WEAPONS: Slim Sword 18/30 E-Iron Sword 41/46
ITEMS: Vulnerary 1/3
ImageImage

Image
Zlayne
PLAYER: Tinglenator
CLASS: Mercenary
LEVEL: 3 EXP: 60
HP: 25 STR: 8 MAG: 1 SKL: 9 SPD: 9 LUCK: 5 DEF: 6 RES: 5 MOV: 5 CAP: 20
GROWTH: HP: 80% STR: 55% MAG: 5% SKL: 45% SPD: 45% LUCK: 5% DEF: 30% RES: 15%
SUPPORT: --
SKILLS: Corrosion
PROFICIENCY: Swords – D (6/20)
WEAPONS: E-Steel Sword 29/35 Iron Blade 35/35
ITEMS: Vulnerary 1/3
ImageImage

Image
Kata
PLAYER: Reflection_Z
CLASS: Archer
LEVEL: 1 EXP: 87
HP: 21 STR: 7 MAG: 0 SKL: 8 SPD: 8 LUCK: 5 DEF: 7 RES: 3 MOV: 5 CAP: 20
GROWTH: HP: 75% STR: 45% MAG: 5% SKL: 50% SPD: 55% LUCK: 35% DEF: 35% RES: 50%
SUPPORT: --
SKILLS: Ballista
PROFICIENCY: Bow - D (5/20)
WEAPONS: E-Iron Bow 40/45
ITEMS: Vulnerary 3/3
ImageImage

Image
Camillia
PLAYER: Sollah
CLASS: Thief
LEVEL: 2 EXP: 88
HP: 22 STR: 6 MAG: 0 SKL: 5 SPD: 12 LUCK: 7 DEF: 7 RES: 2 MOV: 5 CAP: 20
GROWTH: HP: 60% STR: 50% MAG: 10% SKL: 35% SPD: 50% LUCK: 40% DEF: 50% RES: 15%
SUPPORT: --
SKILLS: Steal, Miracle
PROFICIENCY: Swords – E (9/15)
WEAPONS: E-Iron Sword 41/46 Slim Sword 25/30
ITEMS: Lockpick 15/15 Red Gem --/--

Image
Troy
PLAYER: The Fabled Ninja
CLASS: Cavalier
LEVEL: 2 EXP: 21
HP: 22 STR: 8 MAG: 1 SKL: 6 SPD: 7 LUCK: 5 DEF: 6 RES: 3 MOV: 7 CAP: 15
GROWTH: HP: 60% STR: 50% MAG: 20% SKL: 50% SPD: 45% LUCK: 30% DEF: 35% RES: 30%
SUPPORT: --
SKILLS: --
PROFICIENCY: Swords – E (0/15) Lances – E (4/15)
WEAPONS: E-Iron Lance 41/45 Iron Sword 46/46 Iron Lance 44/45
ITEMS: Vulnerary 3/3 Elixir 1/3
ImageImage

Image
Lukas
PLAYER: Shadowlord555
CLASS: Priest
LEVEL: 5 EXP: 12
HP: 22 STR: 4 MAG: 11 SKL: 9 SPD: 8 LUCK: 5 DEF: 5 RES: 9 MOV: 5 CAP: 20
GROWTH: HP: 45% STR: 25% MAG: 55% SKL: 40% SPD: 40% LCK:30% DEF: 35% RES: 35%
SUPPORT: --
SKILLS: Shade
PROFICIENCY: Staffs (2/20)
WEAPONS: Heal 28/30
ITEMS: Vulnerary 3/3
ImageImage

OTHER CHARACTERS:
ImageImageImageImageImageImage

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Last edited by Xylon Lionheart on Thu Sep 24, 2009 12:11 am, edited 55 times in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 9:46 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
WEAPONS

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

Swords
Vorpal Sword - * - 45 - * - 3 8 85 20 - For Miku only - The former sword of the Dragonmaster.
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.
Killing Edge - 1,300 - 20 - C - 1 - 9 9 75 30 - A sword with a high critical rate.
Lancereaver - 1,800 - 15 - C - 1 - 11 9 75 5 - Strong against lances, but weak against axes.
Sonic Sword - * - 25 - C - 1 or 2 - 9 9 75 0 - A sword suffused with Wind magic. Uses MAG.
Steel Blade - 1,250 - 25 - C - 1 - 17 11 65 0 - A fairly powerful sword.
Wyrmslayer - * - 30 - C - 1 - 5 7 75 0 - Effective against flying units.
Brave Sword - 7,500 - 30 - B - 16 9 75 0 - Enables a unit to strike twice in the same turn.
Light Brand - * - 25 - B - 1 or 2 - 11 10 70 5 - A sword suffused with Light magic. Uses MAG.
Rune Sword - * - 25 - A - 1 or 2 - 19 15 65 0 - A dark sword that steals HP. Uses MAG.
Silver Blade - 1,800 - 15 - A - 1 - 14 15 60 0 - A powerful sword with a low number of uses and a low hit rate.
Silver Sword - 1,400 - 20 - A - 1 - 11 13 80 0 - A sword with high damage, but low number of uses.

Lances
Vogellied - * - 40 - * - 8 10 80 10 - For Xylon only - Effective against armored units.
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.
Axereaver - 1,950 - 15 - C - 1 - 13 10 70 5 - Strong against against axes, but weak against swords.
Beast Lance - * - 18 - C - 1 - 17 12 75 0 - Effective against monsters.
Iron Greatlance - 900 - 30 - C - 1 - 14 11 75 - Strong but has a low hit rate.
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 - 12 9 70 0 - Fairly strong and can attack from a distance.
Brave Lance - * - 30 - B - 1 - 17 11 70 0 - Enables a unit to strike twice in the same turn.
Freeze Lancer - 7,500 - 25 - B - 1 to 2 - 12 10 70 5 - A lance suffused with Ice magic. Uses MAG.
Spear - 9,000 - 15 - B - 1 to 2 - 15 12 65 5 - Can attack from a distance.
Steel Greatlance - 25 - A - 1 - 16 13 60 0 - Powerful but has a low hit rate.
Silver Greatlance - 1,700 - 15 - 17 17 50 0 - Extremely powerful but has a low use and hit rate.
Silver Lance - 1,300 - 20 - A - 1 - 12 15 75 0 - A very powerful lance.

Axes
Iron Axe - 270 - 45 - E - 1 - 10 8 75 0 - A standard axe.
Devil Axe - * - 20 - E - 1 - 18 18 55 0 - An axe that may damage its wielder.
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.
Swordreaver - 2,100 - 15 - C - 1 - 15 11 65 5 - Strong against swords, but weak against lances.
Beast Axe - * - 15 - C - 1 - 16 13 65 0 - Effective against monsters.
Dragon Axe - * - 15 - C - 1 - 15 12 60 0 - Effective against flyers.
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.
Bolt Axe - * - 25 - B - 1 or 2 - 13 11 70 5 - An axe suffused with Thunder magic. Uses MAG.
Brave Axe - 7,500 - 30 - B - 1 - 20 12 65 0 - Enables unit to strike twice in one turn.
Silver Axe - 1,200 - 20 - A - 1 - 14 16 70 - A very powerful axe.
Tomahawk - * - 15 - A - 1 to 2 - 17 13 65 0 - Can attack from a distance.

Bows
All bows are effective against flying units.
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.
Short Bow - 1,760 - 22 - D - 3 4 85 10 - A bow with a chance to strike a critical blow.
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.
Brave Bow - 7,500 - 30 - B - 2 - 12 10 70 0 - Enables a unit to strike twice in one turn.
Flame Bow - * - 25 - B - 2 or 3 - 12 9 75 0 - Shoots arrows made of fire. Uses MAG.
Silver Bow - 1,600 - 20 - A - 6 13 75 0 - A very powerful bow.

Fire
All Fire magic is effective against cavalry.
Fire - 560 - 40 - E - 1 or 2 - 3 5 90 0 - Standard fire magic.
Elfire - 1,800 - 30 - D - 1 or 2 - 5 7 80 0 - Fairly powerful fire magic.
Meteor - * - 5 - C - 3 to 10 - 18 8 60 0 - Fire magic with very long range.
Arcfire - 2,500 - 25 - B - 1 or 2 - 7 9 75 5 - Powerful fire magic.
Bolganone - * - 20 - A - 1 or 2 - 9 11 65 0 - Very powerful fire magic.

Thunder
All Thunder magic is effective against armored units.
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 - Fairly powerful thunder magic.
Bolting - * - 5 - C - 3 to 10 - 19 9 55 0 - Thunder magic with very long range.
Arcthunder - 2,550 - B - 1 or 2 - 8 10 70 5- Powerful thunder magic.
Thoron - * - 25 - A - 1 or 2 - 10 12 60 0 - Very 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 - 3 5 90 0 - Fairly powerful wind magic.
Hurricane - * - 5 - C - 3 to 10 - 16 6 70 0 - Wind magic with very long range.
Arcwind - 2,400 - B - 25 - 1 or 2 - 5 7 85 5 - Powerful wind magic.
Tornado - * - 20 - A - 1 or 2 - 7 9 75 0 - Very powerful wind magic.

Ice
All Ice magic is not subject to the rest of the anima magic triangle. Strong against monsters.
Ice - 540 - 40 - E - 1 or 2 - 2 4 95 0 - Standard ice magic.
Elice - 1,700 - 30 - D - 1 or 2 - 4 6 85 0 - Fairly powerful ice magic.
Blizzard - * - 5 - C - 3 to 10 - 17 7 65 0 - Ice magic with very long range.
Arcice - 2,450 - 25 - B - 1 or 2 - 6 8 80 5 - Powerful ice magic.
Fimbulvetr - * 20 - A - 1 or 2 - 8 10 70 0 - Very powerful ice magic.

Light
Light magic has higher criticals than other units.
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 - Fairly powerful light magic.
Divine - 2,500 - 25 - C - 1 or 2 - 12 8 75 10 - Powerful light magic.
Purge - 3,000 - 5 - B - 3 to 10 - 20 7 60 5 - Light magic with very long range.
Aura - 8,000 - 20 - A - 1 or 2 - 15 10 70 10 - Very powerful light magic.

Dark
Dark magic has a variety of effects not seen in other magic.
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.
Luna - 4,200 - 30 - C - 1 or 2 - 12 0 50 10 - Ignores enemy RES.
Eclipse - 4,000 - 5 - B - 3 to 10 - 20 X 30 0 5 - Reduces enemy's HP by half.
Fenrir - 9,000 - 20 - A - 1 or 2 - 18 15 70 0 - Very powerful dark magic.

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 1.
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.

TERRAIN

NAME - DEF - AVOID - REGEN? - FOOT - HORSE - MAGES - Other
Arena - 0 - 10 - No - 1 - 1 - 1 - Can take place in Arena fights.
Armory - 0 - 10 - No - 1 - 1 - 1 - Can buy weapons here.
Bridge - 0 - 0 - No - 1 - 1 - 1 - Counts for both normal bridges and fallen snags.
Chest - 0 - 0 - No - 1 - 1 - 1 - One can step on chests but must use an item to open it.
Deck - 0 - 0 - No - 1 - 1 - 1 - Top of a ship.
Desert - 0 - 5 - No - 2 - 3 - 1 - Magic users do not have a movement hindrance. Does not include Lords or horse riders.
Flat - 0 - 0 - No - 1 - 1 - 1 - Floors of places like caves.
Floor - 0 - 0 - No - 1 - 1 - 1 - Castle and fort floors.
Forest - 1 - 20 - No - 2 - 3 - 2 - Hinders movement but great for cover.
Fort - 2 - 20 - Yes - 2 - 2 - 2 - Use to heal and for cover.
Gate - 3 - 20 - Yes - 1 - 1 - 1 - The door to a castle. Often guarded by special enemies.
House - 0 - 10 - No - 1 - 1 - 1 - Enter to talk to residents. Can be destroyed by brigands and pirates.
Mountain - 1 - 30 - No - 3 - X - 3 - Mounted units cannot cross them. Cost reduced to 2 with Hiking.
Peak - 2 - 40 - No - 4 - X - X - Must have Hiking to cross.
Pillar - 1 - 20 - No - 2 - X - 2 - Mounts cannot stand on them.
Plain - 0 - 0 - No - 1 - 1 - 1 - Grassy areas.
River - 0 - 10 - No - 3 - X - X - Must have Sealegs to cross.
Road - 0 - 0 - No - 1 - 1 - 1 - Includes both dirt paths and stone paths.
Roof - 0 - 0 - No - X - X - X - Only flying units can cross these spaces.
Ruins - 0 - 0 - No - 1 - 1 - 1 - What happens when a building is destroyed.
Sand - 0 - 5 - No - 1 - 1 - 1 - Generally next to bodies of water.
Sea - 0 - 10 - No - 3 - X - X - Must have Sealegs to cross.
Stairs - 0 - 0 - No - 1 - 1 - 1 - Cannot normally use, but enemies can appear from here.
Throne - 3 - 30 - Yes - 1 - 1 - 1 - Capture this spot to clear certain maps.
Vendor - 0 - 10 - No - 1 - 1 - 1 - Buy items here.
Village - 0 - 10 - No - 1 - 1 - 1 - Can be destroyed by Pirates or Bandits.
Wall - 0 - 0 - No - X - X - X - Even flying units cannot pass through here.
Water - 0 - 10 - No - 3 - X - X - Must have Sealegs to cross.

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

HP STR MAG SKL SPD LUCK DEF RES

Non-promoted (physical)
40 20 15 20 20 30 20 20

Non-promoted (magical)
40 15 20 20 20 30 20 20

????
60 22 28 27 26 40 22 25

????
60 24 25 25 27 40 25 24

????
60 26 23 27 28 40 23 23

Paladin (M)
60 25 20 26 24 40 25 25

Paladin (F)
60 23 20 27 25 40 24 26

Great Knight (M)
60 28 20 24 24 40 29 25

Great Knight (F)
60 26 20 25 24 40 29 26

General (M)
60 29 20 27 24 40 30 25

General (F)
60 27 20 28 24 40 30 26

Swordmaster (M)
60 24 20 29 30 40 22 23

Swordmaster (F)
60 22 20 29 30 40 22 25

Assassin (M)
60 20 20 30 30 40 20 20

Assassin (F)
60 20 20 30 30 40 20 20

Rogue (M)
60 20 20 30 30 40 20 20

Rogue (F)
60 20 20 30 30 40 20 20

Sniper (M)
60 25 20 30 28 40 25 23

Sniper (F)
60 24 20 30 29 40 24 24

Ranger (M)
60 25 20 28 30 40 24 23

Ranger (F)
60 23 20 28 30 40 22 25

Hero (M)
60 25 20 30 26 40 25 22

Hero (F)
60 24 20 30 27 40 24 23

Warrior (M)
60 30 20 28 26 40 26 22

Warrior (F)
60 30 20 27 27 40 25 23

Berserker
60 30 20 29 28 40 23 21

Wyvern Lord
60 27 20 25 23 40 28 22

Wyvern Knight (M)
60 25 20 26 26 40 26 22

Wyvern Knight (F)
60 25 20 27 26 40 24 23

Falcoknight
60 23 20 25 28 40 23 26

Sage (M)
60 20 28 30 26 40 21 25

Sage (F)
60 20 30 28 26 40 21 25

Bishop (M)
60 20 25 26 24 40 22 30

Bishop (F)
60 20 25 25 26 40 21 30

Valkyrie
60 20 25 24 25 40 24 28

Mage Knight (M)
60 20 24 26 25 40 24 25

Mage Knight (F)
60 20 25 24 25 40 24 26

Druids (M)
60 20 30 26 25 40 21 28

Druids (F)
60 20 30 26 25 40 21 28

Summoner (M)
60 20 27 27 26 40 20 28

Summoner (F)
60 20 28 27 25 40 20 28

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.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Last edited by Xylon Lionheart on Sun Sep 13, 2009 3:05 pm, edited 17 times in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 9:46 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
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 320 points as a base amount of points they can distribute. I may award additional growth points for staff and unique characters. Each stat must have five growth points allotted 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 320 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. In other words, skills that cost 5 CAP points will cost 10 growth points.

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 iteration of the 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 the statistical parts of your character are complete, you need to create a story for your character as well. Your character can be from any country other than Vox due to story reasons, but keep in mind the stories of each country to give your character a plausible reason to join the army.

Maeutis - A theocracy that houses the head of the Church of Realia and is considered the centerpoint of the Realia Alliance.

Velor - A member of the Realia Alliance and the largest kingdom in Aerion.

Araline - A cold, somewhat mountainous kingdom in the north that is also part of the Alliance. Known for its Pegasus Knights and scholars.

Jargo Islands - A rocky archipelago that hosts the proud Jargo Empire, the last member of the Alliance.
The islands have the largest population of wyverns in the world.

Sael - A country known for its expansive plains. It's people are mostly members of isolated villages and tribes, but are known to do business with other countries.

Lune - A heavily forested country renowned for its mages. Is currently defending itself from Bromaria, but refuses to ask the Alliance for aid.

Bromaria - A once proud and mighty empire that is a mere shadow of what it used to be, despite its powerful army. Is attempting to invade Lune. Rumors are that it has its sights on Sael as well.

Cestin - A small but rich republic and the center of trade between the western and eastern continents. Overcrowding of the nation has led to the appearance of multiple slums in the major cities.

Ridarr - A country with varying landscapes but most well known for its snipers. Diplomats from this country have been seen lately in Bromaria.

Tidaki - A country similar to Sael, but more populated and less nomadic. They live very traditional lives and are the least concerned with international politics, only having to protect themselves from Rurundi pirates.

Rurundi - Covered in dense jungles, this land is known to be the location of many pirates and brigands' main bases.

Vox - A small island isolated from the rest of the world. The home of a cult known to worship the dark goddess Charis. Feared by most of the world.

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

Initially each player can only have one character so that new players can join in and try out the game. Eventually I will allow people to have multiple characters.

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, Wind beats Thunder, Thunder beats Fire
(Ice is not effected by this triangle.)

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 attacked 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: Initially, 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. This will last until I begin allowing people to have multiple characters per player. At that time, if a character dies, they die for good unless the mission is restarted. The ability to restart a mission rests with the Lord(s) of that round.

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.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Last edited by Xylon Lionheart on Fri Jul 17, 2009 6:37 pm, edited 5 times in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 9:46 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Image

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.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Last edited by Xylon Lionheart on Thu Jul 16, 2009 11:12 pm, edited 4 times in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 10:04 pm 
Offline
Is it Hyper or Tiger?
Is it Hyper or Tiger?
Group: Henchman
User avatar

Joined: Tue May 27, 2008 1:14 pm
Posts: 2078
Location: Northern Ireland
Xylon Lionheart wrote:
[i][color=skyblue]

[b]Xylon's Mistress

mscupcakes

Mike's Mistress
Link

Link's Mistress
His Left Hand


Um, wut? :teehee:

_________________
Image

Image


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 10:32 pm 
Offline
The Green Guy
The Green Guy
User avatar

Joined: Wed May 13, 2009 11:57 pm
Posts: 4
inb4dalock

_________________
Image


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Thu Jul 16, 2009 11:43 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Mike, you should post a profile for Ciaran so people know what a good profile is like.

EDIT: Also, unless I have missed something, all the rules and whatnot are finished for the game.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Fri Jul 17, 2009 12:24 am 
Offline
Defending Our Planet... One Race at a Time
Defending Our Planet... One Race at a Time
Group: Sidekick
User avatar

Joined: Tue May 27, 2008 6:39 am
Posts: 2378
Location: Tacoma, Washington
Xylon Lionheart wrote:
Mike, you should post a profile for Ciaran so people know what a good profile is like.

EDIT: Also, unless I have missed something, all the rules and whatnot are finished for the game.


I am interested in this game, but I am confused on the Growth rate and fighting, could you perhaps make a small example of those two things for me, and maybe others who are thinking the same thing?

_________________
Image
Thanks OD


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Fri Jul 17, 2009 11:12 am 
Offline
The Mad Prince
The Mad Prince
Group: Administrator
Group: Villain
Group: TGH Staff
User avatar

Joined: Mon Apr 21, 2008 3:04 pm
Posts: 13452
Location: Highland Kingdom
Interesting... I always see a lot of Fire Emblem profiles/stats/etc. floating around the net.

_________________
Image
Listen to YIBR... I'm listening to it now... and it's not completely horrible... - (Not So) Jolly Roger


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Fri Jul 17, 2009 7:16 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Alright then. In order to give you all a better idea of how this game works, I will give an idea of a character I will be making up on the spot.

So let's start. I'm going to choose that I am going to create, say, a male mage. I'm chosing a mage due to the various magic that a mage can use. From that point, I find on the statistics page what the base stats for a male mage is, which is this: 16 0 4 3 4 2 1 4 5 20. Looking at the chart, that means that a mage's base HP is 16, base STR is 0, base MAG is 4, base SKL is 3, base SPD is 4, base LUCK is 2, base DEF is 1, base RES is 4, base MOV is 5, and base CAP is 20. From here, you have 25 stat points you can distribute to any stat you desire other than MOV and CAP. If you decide to give your character any additional levels, the cost will be 10 growth points. I'll give this mage an additional level at the start, so his level will be two, and his overall growth points are now 310. The additional level gives me 3 additional stat points to distribute, so I have 28 stat points to distribute. I'll go ahead and just give the character 5 points in HP, 3 in STR, 4 in MAG, 2 in SKL, 2 in SPD, 5 in LUCK, 4 in DEF, and 3 in RES. Thus the characters stats at the beginning of the game are, at Level 2, as follows: 21 3 8 6 7 7 5 7 5 20.

After that, I will assign this character growth rates. Growth rates are simply the percentage chance that a certain stat will go up when a character levels up. If a stat has a 30% growth rate in SPD, that simply means that there is a 30% chance that they will gain an additional point in SPD when they level up. You can also assign growth points to skills, if you wish to have them. In this example, I will give the mage Adept, which costs me 20 growth points and uses 10 of the 20 CAP points the character has. The only other way one can gain skills, however, is to find the proper scrolls during the game, and as such this is the only chance you get at specifically choosing a skill to give your character. After all, scrolls are a rarity, and even if the scroll of the skill you want is found, another unit may get the scroll and use it before you.

So at this point the character has 290 growth points left to use. Once again, you can assign them to all stats but MOV and CAP. For this example, I'll give the character these growth rates:

HP: 50% STR: 10% MAG: 55% SKL: 35% SPD: 30% LUCK: 40% DEF: 35% RES: 35%

Keep in mind which stats are important for your character, as well as the stat CAPS for all classes. I know I have not gotten the CAPS up yet, but for non-promoted units, all CAPS are 20, except for physical units which have a MAG cap of 15 and magical units which have a STR cap of 15. Also, HP caps for non-promotes are always 40, and for promotes it is always 60. I'll get the CAPS up soon.

That's not to say that one stat is more important than another. It quickly becomes clear how important each stat is, and how lacking a certain stat hampers a character. For example, let's compare the myrmidon and the heavy knight, which are somewhat polar opposites units, since one has good speed but low defense, and visa versa. The myrmidon is more likely to attack multiple times and dodge enemy attacks. However, if the myrmidon does not dodge the attack, the damage the myrmidon takes is rather high, meaning they are more likely to die. Since death will eventually be permanent, a myrmidon user needs to be smart and stay out of danger as much as possible. On the other hand, the heavy knight, while able to take a massive beating without much worry, cannot move as fast and is not as likely to attack multiple times like other units due to low speed.

I'll give an example of a turn in the game in a moment.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Fri Jul 17, 2009 7:27 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Here are a couple of turns from the first iteration of the game, just to give you guys an idea of how it worked.

Image

STATUS

ENEMIES
Name - Space - Lvl - HP STR MAG SKL SPD LUCK DEF RES MOV - Items
Archer - N5 - Lvl 5 - 21/21 7 0 8 7 5 6 1 5 - Steel Bow 30/30 Vulnerary 3/3
Mage - M5 - Lvl 3 - 18/18 2 7 4 6 2 4 6 5 - Wind 40/40 Vulnerary 3/3
Mage - K2 - Lvl 4 - 19/19 3 7 4 6 3 4 6 5 - *Fire 40/40*
Mercenary - L5 - Lvl 5 - 26/26 9 1 5 6 2 7 1 5 - Iron Sword 46/46 Iron Blade 35/35 Vulnerary 3/3
Cavalier - H5 - Lvl 4 - 24/24 6 0 5 7 4 6 1 7 - Iron Sword 46/46
Cavalier - I6 - Lvl 4 - 24/24 6 0 6 6 4 6 1 7 - Iron Sword 46/46
Cavalier - J9 - Lvl 4 - 24/24 6 0 7 5 4 6 1 7 - Iron Lance 45/45
Fighter- J8 - Lvl 5 - 27/27 8 0 7 5 3 8 0 5 - Iron Axe 45/45
Heavy Knight - K14 - Lvl 5 - 25/25 7 1 6 2 4 10 2 4 - Javelin 25/25
Heavy Knight - K5 - Lvl 5 - 25/25 7 1 6 2 4 11 1 4 - Steel Lance 30/30
Dietrich - N2 - Lvl 14 - 30/30 10 1 7 9 7 9 4 7 - Steel Sword 35/35 Javelin 25/25 Vulnerary 3/3

ALLIES
Name - HP - Condition
Xylon - 18/23 - Normal
Frog - 15/28 - Normal
Gabriel - 13/18 - Normal
Soala - 19/22 - Normal
Miela - 17/18 - Normal
Zazabar - 21/26 - Normal
Cassus - 22/22 - Normal

Image

Cassus moves to D9.

Soala moves to E9.

Zazabar moves to G5 and attacks the Cavalier with his Iron Lance!

Zazabar
HIT 98
DMG 14
CRIT 1
Cavalier
HIT 72
DMG 2
CRIT 0

Zazabar attacks!
Zazabar does 14 DMG!
Cavalier attacks!
Cavalier misses!
Zazabar gains 11 EXP!



Zazabar flies to F5.

Frog stays still. AKA Frog wusses out.

Xylon moves to I10 and attacks the Cavalier with Lightning!

Xylon
HIT 100
DMG 10 x 2
CRIT 5

Xylon attacks!
Xylon does 10 DMG!
Xylon attacks!
Xylon does 10 DMG!
Xylon gains 10 EXP.

Gabriel moves to J11 and attacks the Cavalier with his Iron Bow!

Gabriel
HIT 93
DMG 8 x 2
CRIT 1

Gabriel attacks!
Gabriel does 8 DMG!
Cavalier falls.
Gabriel gains 30 EXP!

Miela moves to H10 and heals Xylon.
Xylon's HP is fully restored.
Miela gains 11 EXP.

Image

Cavalier moves to E5 and attacks Zazabar with its Iron Lance!

Zazabar
HIT 100
DMG 14
CRIT 1
Cavalier
HIT 74
DMG 2
CRIT 0

Zazabar shines! Vantage is activated!
Zazabar attacks!
Zazabar does 14 DMG!
Cavalier attacks!
Cavalier does 2 DMG!
Zazabar gains 10 EXP.

Heavy Knight moves to G5 and attacks Zazabar with his Steel Lance!

Zazabar
HIT 97
DMG 8 x 2
CRIT 1
Heavy Knight
HIT 69
DMG 9
CRIT 0

Zazabar shines! Vantage activates!
Zazabar attacks!
Zazabar does 8 DMG!
Heavy Knight attacks!
Heavy Knight does 9 DMG!
Zazabar attacks!
Zazabar does 8 DMG!
Zazabar gains 11 EXP!

Mercenary moves to J7.

Cavalier moves to L5, takes a Vulnerary from the Mage, and uses a Vulnerary.
Cavalier restores 10 HP.

Mage moves to H5 and attacks Zazabar with Wind!

Mage
HIT 94
DMG 11 EFFECTIVE
CRIT 0

Mage attacks!
Mage does 11 DMG!
Zazabar falls.

Zazabar: Ha! You call that an attack? Well let me tell you... huh? What's wrong, Stellaire? No! Stay in the air! Oh no! We're falliiiiiiing!

Heavy Knight moves to J12 and attacks Gabriel with his Javelin!

Heavy Knight
HIT 49
DMG 3
CRIT 0

Heavy Knight attacks!
Heavy Knight does 3 DMG!
Gabriel gains 1 EXP.

Fighter moves to J10 and attacks Gabriel with his Iron Axe!

HIT 66
DMG 6
CRIT 0

Fighter attacks!
Fighter does 6 DMG!
Gabriel gains 1 EXP.

Archer moves to I5.

Image

STATUS

ENEMIES
Name - Space - Lvl - HP STR MAG SKL SPD LUCK DEF RES MOV - Items
Archer - I5 - Lvl 5 - 21/21 7 0 8 7 5 6 1 5 - Steel Bow 30/30 Vulnerary 3/3
Mage - H5 - Lvl 3 - 18/18 2 7 4 6 2 4 6 5 - Wind 39/40
Mage - K2 - Lvl 4 - 19/19 3 7 4 6 3 4 6 5 - *Fire 40/40*
Mercenary - J7 - Lvl 5 - 26/26 9 1 5 6 2 7 1 5 - Iron Sword 46/46 Iron Blade 35/35 Vulnerary 3/3
Cavalier - L5 - Lvl 4 - 20/24 6 0 5 7 4 6 1 7 - Iron Sword 45/46 Vulnerary 2/3
Cavalier - E5 - Lvl 4 - 10/24 6 0 6 6 4 6 1 7 - Iron Sword 45/46
Fighter- J10 - Lvl 5 - 27/27 8 0 7 5 3 8 0 5 - Iron Axe 44/45
Heavy Knight - K14 - Lvl 5 - 25/25 7 1 6 2 4 10 2 4 - Javelin 24/25
Heavy Knight - G5 - Lvl 5 - 25/25 7 1 6 2 4 11 1 4 - Steel Lance 29/30
Dietrich - N2 - Lvl 14 - 30/30 10 1 7 9 7 9 4 7 - Steel Sword 35/35 Javelin 25/25 Vulnerary 3/3

ALLIES
Name - HP - Condition
Xylon - 23/23 - Normal
Frog - 15/28 - Normal
Gabriel - 4/18 - Normal
Soala - 19/22 - Normal
Miela - 17/18 - Normal
Zazabar - 0/26 - OUT UNTIL CHAPTER 4
Cassus - 22/22 - Normal

Image

Soala stands still.

Frog uses a Vulnerary.
Frog restores 10 HP.

Cassus moves to G9.

Miela moves to E10 and heals Soala.
Soala's HP is fully restored.
Miela gains 11 EXP.

Image

Xylon moves to H10 and equips Lightning!

Gabriel moves to J14 and uses a Vulnerary.
Gabriel restores 10 HP.

Image

Mercenary moves to I10 and attacks Xylon with his Iron Sword!

Xylon
HIT 100
DMG 10 x 2
CRIT 7
Mercenary
HIT 67
DMG 7
CRIT 0

Mercenary attacks!
Mercenary does 7 DMG!
Xylon attacks!
Xylon does 10 DMG!
Xylon attacks!
Xylon does 10 DMG!
Xylon gains 11 EXP.

Fighter moves to K14 and attacks Gabriel with his Iron Axe!

Fighter
HIT 66
DMG 6
CRIT 0

Fighter attacks!
Fighter does 6 DMG!
Gabriel gains 1 EXP.

Heavy Knight moves to J13 and attacks Gabriel with his Javelin!

Heavy Knight
HIT 49
DMG 3
CRIT 0

Heavy Knight attacks!
Heavy Knight misses!
Gabriel gains 1 EXP.

Cavalier moves to K5, takes the Vulnerary from the Cavalier, and uses a Vulnerary.
Cavalier regains 10 HP.

Cavalier moves to D5 and attacks Frog with his Iron Sword!

Frog
HIT 90
DMG 8
CRIT 0
Cavalier
HIT 76
DMG 3
CRIT 0

Cavalier attacks!
Cavalier misses!
Frog attacks!
Frog does 8 DMG!
Frog gains 11 EXP!

Mage moves to E7 and attacks Soala!

Mage
HIT 100
DMG 3 x 2
CRIT 0

Mage attacks!
Mage does 3 DMG!
Mage attacks!
Mage does 3 DMG!
Soala gains 1 EXP.

Archer moves to E5 and attacks Frog with his Steel Bow!

Archer
HIT 63
DMG 8
CRIT 0

Archer attacks!
Archer misses!
Frog gains 1 EXP.

Heavy Knight moves to E6.

Image

STATUS

ENEMIES
Name - Space - Lvl - HP STR MAG SKL SPD LUCK DEF RES MOV - Items
Archer - E5 - Lvl 5 - 21/21 7 0 8 7 5 6 1 5 - Steel Bow 29/30 Vulnerary 3/3
Mage - E7 - Lvl 3 - 18/18 2 7 4 6 2 4 6 5 - Wind 37/40
Mage - K2 - Lvl 4 - 19/19 3 7 4 6 3 4 6 5 - *Fire 40/40*
Mercenary - I10 - Lvl 5 - 6/26 9 1 5 6 2 7 1 5 - Iron Sword 45/46 Iron Blade 35/35 Vulnerary 3/3
Cavalier - D5 - Lvl 4 - 12/24 6 0 5 7 4 6 1 7 - Iron Sword 45/46
Cavalier - K5 - Lvl 4 - 20/24 6 0 6 6 4 6 1 7 - Iron Sword 45/46 Vulnerary 1/3
Fighter- K14 - Lvl 5 - 27/27 8 0 7 5 3 8 0 5 - Iron Axe 44/45
Heavy Knight - J13 - Lvl 5 - 25/25 7 1 6 2 4 10 2 4 - Javelin 24/25
Heavy Knight - E6 - Lvl 5 - 25/25 7 1 6 2 4 11 1 4 - Steel Lance 29/30
Dietrich - N2 - Lvl 14 - 30/30 10 1 7 9 7 9 4 7 - Steel Sword 35/35 Javelin 25/25 Vulnerary 3/3

ALLIES
Name - HP - Condition
Xylon - 16/23 - Normal
Frog - 25/28 - Normal
Gabriel - 6/18 - Normal
Soala - 16/22 - Normal
Miela - 17/18 - Normal
Zazabar - 0/26 - OUT UNTIL CHAPTER 4
Cassus - 22/22 - Normal

Image

Frog attacks the Cavalier with his Iron Lance! (Move modified over MSN.)

Frog
HIT 95
DMG 11
CRIT 0
Cavalier
HIT 61
DMG 2
CRIT 0

Frog attacks!
Frog does 11 DMG!
Cavalier attacks!
Cavalier does 2 DMG!
Frog gains 11 EXP!

Soala switches to her Javelin.

Xylon attacks the Mercenary with his Vorpal Sword!

Xylon
HIT 82
DMG 7 x 2
CRIT 12
Mercenary
HIT 67
DMG 7
CRIT 0

Xylon attacks!
CRITICAL x 3
Xylon does 21 DMG!
Mercenary falls.
Xylon gains 30 EXP!

Image
HP +1 STR +1 MAG +1 SKL +1 SPD +1 RES +1 (Has speed gone up every single time so far? o_o)

Cassus moves to H13.

Gabriel moves to H12.

Miela moves to G10 and heals Xylon.
Xylon's HP is fully restored.
Miela gains 11 EXP.

Image

Fighter moves to H14 and attacks Cassus with his Iron Axe!

Cassus
HIT 100
DMG 6 x 2
CRIT 1
Fighter
HIT 57
DMG 10
CRIT 3

Fighter attacks!
Fighter does 10 DMG!
Cassus attacks!
Cassus does 6 DMG!
Cassus attacks!
Cassus does 6 DMG!
Cassus gains 12 EXP!

Heavy Knight attacks Cassus with his Javelin!

Heavy Knight
HIT 70
DMG 9
CRIT 2

Heavy Knight attacks!
Heavy Knight misses!
Cassus gains 1 EXP.

Cavalier moves to J5, takes a Vulnerary from the Cavalier, and uses a Vulnerary.
Cavalier restores 10 HP.

Cavalier moves to D5 and attacks Frog!

Frog
HIT 97
DMG 11
CRIT 0
Cavalier
HIT 63
DMG 2
CRIT 0

Cavalier attacks!
Cavalier misses!
Frog attacks!
Frog does 11 DMG!
Frog gains 11 EXP!

Archer attacks Frog with his Steel Bow!

Archer
HIT 63
DMG 8
CRIT 0

Archer attacks!
Archer does 8 DMG!
Frog gains 1 EXP.

Mage attacks Soala with Wind!

Soala
HIT 70
DMG 12
CRIT 4
Mage
HIT 100
DMG 3 x 2
CRIT 0

(Note: I did some recalculations, and it turns out the mage should not have double-attacked Soala last time. Thus after this turn I will restore 3 HP to Soala.)

Mage attacks!
Mage does 3 DMG!
Soala attacks!
Soala does 12 DMG!
Mage attacks!
Soala shines! Soala's Shield blocks all damage!
Soala gains 11 EXP.

Heavy Knight moves to E8 and attacks Soala with his Steel Lance!

Soala
HIT 80
DMG 5
CRIT 2
Heavy Knight
HIT 77
DMG 3
CRIT 0

Heavy Knight attacks!
Heavy Knight does 3 DMG!
Soala attacks!
Soala does 5 DMG! (The Heavy Knight almost activated his own shield. XD)
Soala gains 11 EXP.

Image
HP +1 SPD +1 RES +1

Image

STATUS

ENEMIES
Name - Space - Lvl - HP STR MAG SKL SPD LUCK DEF RES MOV - Items
Archer - E5 - Lvl 5 - 21/21 7 0 8 7 5 6 1 5 - Steel Bow 28/30 Vulnerary 3/3
Mage - E7 - Lvl 3 - 6/18 2 7 4 6 2 4 6 5 - Wind 35/40
Mage - K2 - Lvl 4 - 19/19 3 7 4 6 3 4 6 5 - *Fire 40/40*
Cavalier - J5 - Lvl 4 - 11/24 6 0 5 7 4 6 1 7 - Iron Sword 44/46
Cavalier - D5 - Lvl 4 - 9/24 6 0 6 6 4 6 1 7 - Iron Sword 44/46
Fighter- H14 - Lvl 5 - 15/27 8 0 7 5 3 8 0 5 - Iron Axe 43/45
Heavy Knight - J13 - Lvl 5 - 25/25 7 1 6 2 4 10 2 4 - Javelin 23/25
Heavy Knight - E8 - Lvl 5 - 20/25 7 1 6 2 4 11 1 4 - Steel Lance 29/30
Dietrich - N2 - Lvl 14 - 30/30 10 1 7 9 7 9 4 7 - Steel Sword 35/35 Javelin 25/25 Vulnerary 3/3

ALLIES
Name - HP - Condition
Xylon - 23/23 - Normal
Frog - 15/28 - Normal
Gabriel - 6/18 - Normal
Soala - 13/22 - Normal
Miela - 17/18 - Normal
Zazabar - 0/26 - OUT UNTIL CHAPTER 4
Cassus - 12/22 - Normal

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Fri Jul 17, 2009 8:05 pm 
Offline
Defending Our Planet... One Race at a Time
Defending Our Planet... One Race at a Time
Group: Sidekick
User avatar

Joined: Tue May 27, 2008 6:39 am
Posts: 2378
Location: Tacoma, Washington
So is this how it would be? Also please give me advice on this and such, and tell me if this is perfect or where It needs improved or such.

Axel
Player: Axel
Class: Heavy Knight
Level 1 EXP: 0
HP: 25 STR: 10 MAG: 0 SKL: 8 SPD: 0 LUCK: 5 DEF: 10 RES: 4 MOV: 4 CAP: 20
Growth:HP: 50% STR: 50% MAG: 5% SKL 40% SPD: 20% LUCK: 45% DEF: 60% RES: 50%
Support: -
Skills: Shield
Proficiency:
Weapons:
Items:


History:
Axel is an ex-knight from Bromeria, leaving after his wife perished in a mugging last season. He now travels the lands, looking for a cause to fight once more.

_________________
Image
Thanks OD


Last edited by Axel on Sat Jul 18, 2009 1:29 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Sat Jul 18, 2009 12:47 am 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
That's the right idea, Axel, and everything is technically correct and acceptable, but I would actually advise against having Celerity on your character. See, the example I gave that had 290 growth rates is actually under average. A nice, average growth rate is around 300, and anything other than that will lead to low stats later in the game. The call is up to you in the end.

In terms of proficiency and items, those will be distributed once the game begins by me as the Game Master. For a Heavy Knight, I've generally given them a D in proficiency and a Steel Lance to use rather than an Iron one, though it really comes down to where they are in the game and what I feel like at the time. I will never do anything I don't think is unfair or uncharacteristic for a character.

Your character's portrait will be done by either myself or one of the other artists as I assign them. Contact me privately so we can discuss what you want your character to look like. It would be preferable if you used MSN, but I am often on AIM as well and as a last resort PMs can be used.

If anybody wants to help out with the game, feel free to say so. This is a large project that I couldn't possibly do myself, and any help will be appreciated. There are in-game bonuses given to people who help out.

Finally, I should really note that the game will center around the Realia Alliance. As such, your characters can come from other places, but they need a feasible reason as to why they are on the main team. To give you guys an idea, the main character of this game is going to be Miku, a character created and controlled by Mscupcakes. She is part of the Holy Knights, a group dedicated to keeping the peace of all countries in the alliance. Their base is of course in Maeutis. Eventually another main character named Ciaran and controlled by Mike Arcanum will make his appearance, with his story focusing on the rescue of some kidnapped villagers from a town on the border of Lune and Araline.
His story will begin not long after Mike himself finally gets 100 posts around here or if there is enough interest in the game that we start his story a little early so people do not have to wait as long to begin playing.

The first map will consist of four players. Miku and Axel are currently two of the four people that will be in that mission. Daigo has created a myrmidon aptly named Daigo, but his character is not complete and was only sent to me via PM rather than publicly shown here. For those who want to join in the first map, there probably isn't much time left. At very least know that the first few maps are relatively short and thus people will be able to join the fun rather quickly even if they didn't make the first round.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Sun Jul 19, 2009 2:30 pm 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
I just want to note that I got a rough estimate of all stat caps for characters up, but I have yet to set them in stone. Since it will be a while before the stat caps for promoted units is used, I can take care of them at a later date. Also, I still need two more people to join. Daigo is almost done with his character, meaning that we probably only need one more. If worst comes to worse, I will insert my own character as a temporary placeholder until we have enough characters for me to get rid of him.

If you guys are hesitant in creating a character because the process seems confusing, just contact me in some way and I will gladly help you set up a character.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Mon Jul 20, 2009 1:05 am 
Offline
Marine, Jet, & Coil
Marine, Jet, & Coil
Group: Sidekick
Group: BETA
User avatar

Joined: Tue May 27, 2008 2:51 am
Posts: 1260
Location: Houston (Humble/Kingwood)
Daigo

Player: Daigo
Class: Myrmidon(M)
Level 3 EXP: 0
HP: 22 STR: 10 MAG: 0 SKL: 8 SPD: 10 LUCK: 5 DEF: 10 RES: 0 MOV: 5 CAP: 20
Support: -
Skills: Dedication, Vantage
Proficiency:
Weapons:
Items:


Back Story:

A young Myrmidon from the grimy streets of Cestin... Growing up in the slums, self sufficiency was key... in the process, he learned the value of connections and self defense... throughout the 19th district of the capitol city of Cestin, Daigo was known as it's protector... the inner city mobs grew weary of this... One day, Daigo was hanging with a local merchant named Jet who treated him as the son he never had... Out of nowhere the mobs from various districts decided to attack the streets of the 19th district in fear that Daigo and the citizens of the 19th would arise to wipe out the mobs of the other districts... Daigo fought bravely but he couldn't stop the mobs assualt... in the crossfire, a fatal shot that was meant for him was intercepted by Jet...

Jet told Daigo to escape and thanked him for bringing peace to the 19th... "Go... your light is greater than that of the 19th... the world grows dim by the day... use this oppoturnity to start anew and prepare to use your light to fight the true darkness... Thank you for sharing that light with us... my son..."

With those words, Jet died in Daigo's arms... Daigo contemplated as he escaped through the burning alleys of the 19th... what to do now...

5 years later... Daigo has roamed across the lands as a sword for hire... Never staying in one place too long... tormented by the haunting thought that he'll cause another 19th... Tales of the lone warrior traveled across the lands... He finds himself in Araline at the local pub looking for jobs...

"As long as the check is good... I'll be your sword..."


Spoiler
I hope this is correct... ^_^

_________________
Image
All The Ladies Love Big Will... And I love them too... ^_^
Xbox GT: Daigo Sensei
The Thread I'm famous for...
My Extra Life Page... Help us save kids lives!!! ^_^


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Mon Jul 20, 2009 1:59 am 
Offline
Defending Our Planet... One Race at a Time
Defending Our Planet... One Race at a Time
Group: Sidekick
User avatar

Joined: Tue May 27, 2008 6:39 am
Posts: 2378
Location: Tacoma, Washington
You forgot your stat growth Daigo.

_________________
Image
Thanks OD


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Mon Jul 20, 2009 2:35 am 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
Well what you have is technically correct (aside from Dedication, which you don't get until you become a Swordmaster if that's the class you want to become), I'm going to make some suggestions in order to save you a lot of trouble later in the game. It's up to you to take my advice, of course.

First of all, you are still missing the growth rates for your character, of course. That's all you need to finish your character to the point of being usable in the game. You can look at the sample characters in the second post or Axel's post to get an idea of how to set up your characters rates.

That being said, your current character is in a bit of a predicament. You've given yourself two bonus levels and a skill, which cuts your character's growth points down to 280 points. To give you an idea of how bad that is, I believe the worst character growths in Path of Radiance is somewhere around 290. Having such low growths is only going to cause you pain as you gain levels and invariably fall behind everybody else. While 300 is manageable without much repercussion, anything below that is just asking for trouble. I would choose to either nix the additional levels, the skill Vantage, or for maximum growth, both.

First, let's talk about the balance of your stats, keeping the fact that you are using a Myrmidon in mind.

I'd first like to point out that your build is more akin to a Mercenary than a Myrmidon based on what you dedicated points into. Stat caps become important later in the game, and you don't want to focus too much on a stat with a low cap for the class you want to become. After all, once you hit the cap, the growth rate for that stat becomes moot. Thus all points in said growth rate are entirely ineffectual from that point on, meaning that you probably could have spent them in a different stat for a better overall outcome.

Now let's move on to each stat in general.

HP - No complaints. After listening to my suggestion, mess with this stat as you please. It shouldn't effect too much either way.

STR - This stat is unusually high for a Myrmidon. I can understand wanting to have somebody who hits really fast and really hard, but the STR cap for all classes in the Speedy Swordsman tree is only average at best. Following the confines of the caps is not necessary, but will generally lead to better characters in the endgame.

MAG - This is the second time a physical class has not placed any thought into magic. Because of this fact, I should probably bring this up right now before this trend continues: there are certain weapons that rely on the MAG skill rather than STR for attacking. This fact is most important for people who want to focus on using swords. While every weapon type does in fact have magical weapons, they are not as important for lance and axe users simply because they have weapons that can attack at a distance already. For sword users, not only are their more magical weapons, but magical weapons are the only way a swordsman can attack from a distance, ever. Since these sorts of weapons only begin to appear around the middle of a FE game, its probably safe to start with the stat low and build it up slightly over time. However ignoring it completely will rob you of more strategical options down the line.

SKL/SPD - If you are going to have two stats be rather high, SKL and SPD are what you'll want. The SKL and SPD for the Speedy Swordsman characters tend to be some of the highest in the game. It's their forte. Their bread and butter. Having them where they are is just fine in my book.

LUCK - I'm very pleased to see you didn't ignore this stat. In a past game, somebody with a very low LUCK (it was a grand total of 1) got massacred by getting hit with an enemy's critical attack. This could have been avoided if he only had two more points. Not only that, but LUCK slightly helps a bunch of different aspects of the game.

DEF - This is probably where I have the most issue. Speedy Swordsman are frail, and by that I mean their DEF and RES caps are some of the lowest in the game. Bringing up the caps again, having such a high DEF so early will probably cause you to hit the cap very quickly and thus rob other stats from being as high as they could be by merit of wasted growth points. Oh, you'd do just fine against early enemies, I'm not disputing that. However, I doubt you'd want your character to make it through the earlier parts of the game rather easily only to die at the end because of imbalance on later levels, especially after placing some emotional effort into the game and your character by that point.

RES - On the opposite end of the spectrum, you've given no points to RES at all. This basically means that even though you could stave off some of the stronger physical attacks in the game, your character could just be destroyed by magic. With this RES and your HP, you would not survive two attacks from even the weakest mages. Now a Myrmidon's RES is generally weak anyway and careful planning could possibly keep your character out of a harmful magical attack altogether, but its nice to be slightly prepared in case you make a mistake and are confronted by a mage anyway and/or there is no way for your character to escape being attacked from a mage. It doesn't need to be high, but having a little cushion doesn't hurt.

Once again, how you design your character is completely up to you. You can keep what you have and just add in growth rates, and I'll accept your character.

EDIT: Oh, and before I forget, mages should not ignore their STR stat either, because STR dictates how well they can carry their Tomes. If their STR is low, their Tomes will severely slow them down, especially when they begin wielding stronger magic.

Also, when we actually start playing the game, if you are not sure how effective your character would be against a certain baddie, ask, and I'll do the math and show you how your character would do if they fought that enemy.

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Mon Jul 20, 2009 3:27 am 
Offline
Marine, Jet, & Coil
Marine, Jet, & Coil
Group: Sidekick
Group: BETA
User avatar

Joined: Tue May 27, 2008 2:51 am
Posts: 1260
Location: Houston (Humble/Kingwood)
Daigo

Player: Daigo
Class: Myrmidon(M)
Level 1 EXP: 0
HP: 22 STR: 6 MAG: 3 SKL: 7 SPD: 7 LUCK: 5 DEF: 4 RES: 4 MOV: 5 CAP: 20
Growth: HP: 50% STR: 45% MAG: 20% SKL: 45% SPD: 45% LUCK: 35% DEF: 30% RES: 30%
Support: -
Skills: Vantage
Proficiency:
Weapons:
Items:


Back Story:

A young Myrmidon from the grimy streets of Cestin... Growing up in the slums, self sufficiency was key... in the process, he learned the value of connections and self defense... throughout the 19th district of the capitol city of Cestin, Daigo was known as it's protector... the inner city mobs grew weary of this... One day, Daigo was hanging with a local merchant named Jet who treated him as the son he never had... Out of nowhere the mobs from various districts decided to attack the streets of the 19th district in fear that Daigo and the citizens of the 19th would arise to wipe out the mobs of the other districts... Daigo fought bravely but he couldn't stop the mobs assualt... in the crossfire, a fatal shot that was meant for him was intercepted by Jet...

Jet told Daigo to escape and thanked him for bringing peace to the 19th... "Go... your light is greater than that of the 19th... the world grows dim by the day... use this oppoturnity to start anew and prepare to use your light to fight the true darkness... Thank you for sharing that light with us... my son..."

With those words, Jet died in Daigo's arms... Daigo contemplated as he escaped through the burning alleys of the 19th... what to do now...

5 years later... Daigo has roamed across the lands as a sword for hire... Never staying in one place too long... tormented by the haunting thought that he'll cause another 19th... Tales of the lone warrior traveled across the lands... He finds himself in Araline at the local pub looking for jobs...

"As long as the check is good... I'll be your sword..."

_________________
Image
All The Ladies Love Big Will... And I love them too... ^_^
Xbox GT: Daigo Sensei
The Thread I'm famous for...
My Extra Life Page... Help us save kids lives!!! ^_^


Top
 Profile  
 
 Post subject: Re: Fire Emblem - Maidens of Realia
PostPosted: Mon Jul 20, 2009 3:55 am 
Offline
Aheeheeheehee
Aheeheeheehee
Group: Sidekick
User avatar

Joined: Fri Jun 27, 2008 3:18 am
Posts: 1907
Location: Michigan
So much better. That's a true blue myrmidon for you.

EDIT: Holy crap somebody actually stickied the game! Thank you very much, whoever you are!

_________________
Image
ImageImageImage
CLICK HERE TO PLAY MAIDENS OF REALIA - A TEAM STRATEGY GAME BY YOURS TRULY.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 402 posts ]  Go to page 1, 2, 3, 4, 5 ... 21  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group