Fire Emblem: The Storms of Time
Disclaimer (READ ME!!!)
In the Interest Check thread, I stated that this game would have complicated and intense shit in it. If you feel that you aren't suited to handle role playing with elements such as stats, turn taking battle, command issuing, and team strategy forming, then this is your last chance to withdraw your CS. Otherwise, get ready to read...
Tales and legends tell of heroes long ago, who have saved the world over and over again. Endless threats of evil and destruction were doused by those few who stood for justice and righteousness. Now, it is time for new heroes to rise and once again preserve the world from darkness...
The continent of Tyrith has always been a tranquil world. For centuries, each of the five nations of Tyrith have stood by an oath to maintain peace throughout the realms known as the White Pact, and has contributed to the forwarding of human civilization in the ways of architecture, industry, magic and culture. But for how long can the peace last? How strong are the bonds of an ancient deal? Only time knows the answers...
Geography of Tyrith
Kingdom of Aelae
The Kingdom of Aelae is a peace loving monarchy, led by a benevolent king and full of cultural pride. The Princes and Princesses of the kingdom are, well... you! Lords of Aelae, you are the main heroes of FE:TSoT.
All of Lasurruj was united under the Federation over 50 years ago. Its spanning mountains are a natural barricade to any hostile force, but its people are more than happy to welcome any hospitable foreigner to their lands.
Kingdom of Ostun
Ostun is an economic and culture hub for all of Tyrith. This nation is also well known for its spanning deserts and neutral approach to foreign affairs.
The millitary empire of Risur has always been side-eyed by the other nations. A nation that focuses on its armed forces in a time of peace raises many flags. What could the Risur have planned?
Euthe is a mysteriously quiet nation. Very little is known about its ruler, even by its citizens and law enforcement. No one dares to search for what is hidden in the depths of this dark land...
Randal of Aelae (played by MercuryHg34)
Appearance: Short blonde hair, green eyes, 6'00", medium build, house crest on his chest over his heart. Wears a navy blue army uniform with steel-plate shoulder guards and the house crest on the chest over the heart, white leggings with steel-plate armor on the outsides, black combat boots, and a cape that is black on the outside and white on the inside.
Personality: Randal is quite stern and very diligent, but when it comes to family he is more relaxed and becomes the model older brother. He is always willing to lend an ear to any voice that would beseech him, be it a troubled citizen or members of his council. He is quite modest, insisting that all of his good deeds for the kingdom are merely "part of the job". Randal will not hesitate to defend his kingdom, as well as his friends and family.
Bio: As the prince and heir to the throne of Aelae, Randal has been raised to present himself in a noble manner and to command a certain level of respect and solidarity simply with his presence. From a young age he was taught to fight and has attended countless court meetings with his father so that he would always be informed of the current state of affairs. He has recently become the King's primary domestic ambassador, traveling to each of the other territories within the Kingdom of Aelae to resolve any internal conflict as well as represent the reign of the King himself across the kingdom. He and his siblings are all on good terms with the inhabitants of the kingdom, seen as symbols of peace and prosperity in times when war seems inevitable.
Kasuma of Aelae (played by PrettyOddHuman)
Kasuma is 6'4'' and thin built yet toned in areas, which causes those around him to be quite intimidated. As the picture indicates, he has navy colored hair and greyish-blue eyes. His attire includes a blue button-up blazer-esque collard jacket and white undershirt with a pair of black leather pants and tan boots that reach his knees.
In plain terms, Kasuma is the rebel of the family. He's the sort of person who acts out frequently, always somehow managing to get into some sort of trouble. This could be a way of receiving attention, but Kasuma wouldn't be the one to tell you that. The more apparent cause of this conflict between him and authority can be attributed to the fact that he is neither the heir nor youngest, making him feel as if he doesn't need to adhere to what is considered proper conduct of a prince. Surprisingly though, he does hold a tinge of respect for his siblings...if they don't fight with him over his decorum. He also tends to make irrational and quick decisions when put into pressing situations, which could cause tension among the group.
His childhood consisted of being scolded constantly due to his built up reputation as the residential trouble maker. Because of his constant state of displeasing his parents and officials around the house, Kasuma missed out on numerous privileges awarded to his more well behaved sister and brothers. One such privilege was the right to leave the boundaries of the courtyard often. Losing this lead to him picking up a rather surprising hobby: reading. He'd read for hours alone in the privacy of his room, immersing himself in the pages of weathered books depicting strategical know-how. As he aged and reached adulthood, he has used this wide pool of knowledge to instruct aspiring soldiers, teaching them the intellectual side of combat.
Nora of Aelae (played by PrimezTime)
Nora is very much her own person, taking interest in very odd things and sort of loosing herself in her own world. She is very much her own person and can keep herself entertained for hours. Despite her initial traits leading towards being an introvert, Nora is very much an extrovert. She is very comfortable with people and gains energy from being with people. She is described as headstrong, foolhardy, and a bit stubborn. Claims she has a heart of gold and is always the life of the party.
Being the youngest and only female definitely had more perks, at least that's what Nora believes. She was never in the shadow of an older sibling and because she was the first and only daughter, they really didn't know what to do with her. This gave her enormous liberties as far as growing up. She was never really required to do anything other than a few social events and classes. The greatest problem Nora faced in her youth was boredom from lack of activity, but this would often be remedied by some imaginative idea or game she'd make up on the spot. In her early adolescent years, however, she would change her tune a bit. Nora was a bit jealous of her brothers and their combat training. She wanted to be fighter just like them. Her father was happy to oblige.
Azel of Aelae (played by onionsamurai)
He’s 5’11”, in fantastic shape, has medium length blonde hair and bright blue eyes. Has a face that can stun the hearts of women in seconds. Considered to be a charming prince.
Azel is a very bright and light hearted individual, always wanting to be the crowd pleaser. He has been energetic and full of youth throughout his entire life. Always involved in activities with people outside of the castle and being a playful prince to the women he encounters. Has a strong sense of morals when dealing with people, always wanting to see the brighter side of them. The prince is also a lover of birds. Finally he keeps a set of knightly values to his heart as it was always something he wanted to be.
Azel was the second oldest child in the family, and was constantly the heartthrob of many girls in the Kingdom. He would always wonder around the city the castle was placed in and assist many of the people who were going about their way. Most of the friends that he obtained through his life are found outside of the castle. Finding that people who had to work for his family never really kept the best forms of friendship as they felt more like his workers instead of his companions. His life in the castle was very easy, as he never had to do anything like his older brother would have too. On the other hand he got all the perks of being a prince with none of the negatives of being one. He sees his eldest brother as a great man, his younger brother as a smart, but annoying nuisance, and his little sister as a girl he must protect still.
So let me just level with you all. This shit, is complicated. Throughout the course of this roleplay, I will be trying to create a gameplay experience as close to real Fire Emblem games as possible, with turns, battle, stats, etc. Since it is both a character/story developing roleplay and a turn based strategy game, I've decided to divide the game into 2 threads other than the OOC: the Out of Battle thread and the In Battle thread.
Out of Battle Thread
The Out of Battle (OOB) thread is the thread used when roleplaying in your character. The events of a chapter in the game that involve character/story developing "cutscenes" and extensive dialog sequences will occur here. Once the battle for a chapter begins, the OOB thread will "pause" and the game will pick up on the In Battle thread.
In Battle Thread
The In Battle (IB) thread is the thread used when players are in combat with enemy forces. After the story and character developing events of the OOB end and battle begins, players will be able to use the IB thread to view, discuss and command the flow of battle, much like performing battle in the actual Fire Emblem games. After the battle scenario is over, the IB thread will "pause" and dialogue and plot development will resume on the OOB thread.
THE IB THREAD IS BOTH IC AND OOC. BOTH DISCUSSING STRATEGY AS OOC AND ROLEPLAYING REACTIONS TO COMBAT AS IC ARE ALLOWED.
The flow combat during each chapter will be pretty familiar if you've played Fire Emblem games before. In this game, you will use Commands to issue orders to your units and carry out action.
Chapters always begin on the Player team's turn. After all actions are taken for the players' army, the Enemy's turn occurs, followed by 3rd party armies' turns.
During the Player Phase, players must use Commands to issue orders to their units and control other aspects of the turn. Every Command is comprised of a string of key words/phrases and sometimes coordinates that come together as a function for what the player wishes to do.
Just like in the Fire Emblem games, the conditions required to declare victory may change for each chapter. Common forms of victory are defeating all enemy units or defeating enemy commanders, while some less common victories can be earned from survival, reaching destinations, acquiring certain items, and so on.
The player team as a whole will be defeated if any Lord unit falls in battle, or if any unique chapter specific failure conditions are met, such as letting an important character die, letting an important target escape, etc. In the even that the player's fail a chapter, the chapter will be reloaded from the beginning as another attempt.
How To Use Commands
During the Player Phase, actions are performed by issuing Commands, be them for your units or other actions. Each Command is comprised of one or more key words strung together to create an order for the system to carry out.
Different Kinds of Commands
Unit vs Field
Unit Commands are orders issued to specific units, telling them to take certain actions. Field Commands are commands that effect the whole turn/chapter.
Final vs NonFinal
Final Commands are orders that cannot be taken back once they are issued, and any unit that carries out a Final Command will not be able to act for the rest of the turn. NonFinal Commands can be retracted, overwritten or followed-up with another Command.
Command Function Type Final Notes [Name] Specifies what unit the Command is for. Unit No Replace [Name] with the name of the unit the Command is for. [Name] is always the first word in any Command that has [Name] in it. Move Tells the unit where to go. Unit No Move is always immediately followed by X/Y coordinates to describe the final displacement of the unit. Attack Investigates the statistics of battle with an enemy. Unit No Attack is always immediately followed by X/Y coordinates to describe the location of the enemy in question relative to the unit the command is for. The coordinates are followed by the name of the weapon the unit is investigating the statistics of bringing into battle. Engage Declares engagement in combat against the target enemy. Unit Yes Engage is always immediately followed by X/Y coordinates to describe the location of the enemy in question relative to the unit the command is for. The coordinates are followed by the name of the weapon the unit is going to use in battle. Staff Investigates the statistics of using a staff on an ally or enemy. Unit No Staff is always immediately followed by X/Y coordinates to describe the location of the ally or enemy in question relative to the unit the command is for. The coordinates are followed by the name of the staff the unit is investigating the statistics of using. Cast Tells the unit to use a staff on an ally or enemy. Unit Yes Cast is always immediately followed by X/Y coordinates to describe the location of the ally or enemy in question relative to the unit the command is for. The coordinates are followed by the name of the staff the unit will use. Skill Activates a skill that triggers on Command. Unit Yes Skill is always immediately followed by the name of the skill the unit will use, and if needed, X/Y coordinates to denote any specific target or direction the skill will be used on/in.
When using Skill to activate a Rally skill, only write "Rally" where you would write the skill name. All Rally skills equipped to the unit will activate simultaneously.
Equip Tells the unit to wield a weapon in their inventory. Unit No Equip is always immediately followed by the name of the weapon the unit will wield.
Equip can be used any number of times in a row without overriding previous uses of Equip.
Use Tells the unit to consume 1 use of an item in their inventory. Unit Yes Use is always immediately followed by the name of the item the unit will use. Door Tells the unit to open an adjacent door. Unit Yes Units that do not possess the skill Sleight of Hand must possess a door key to use this Command. Chest Tells the unit to open a chest they are sharing a tile with. Unit Yes Units that do not possess the skill Sleight of Hand must possess a chest key to use this Command. Pair Tells the unit to become the secondary unit in a pair with an adjacent ally. Unit Yes Pair is always immediately followed by X/Y coordinates to describe the location of the ally in question relative to the unit the command is for. Swap Tells the primary unit of a pair to swap positions with their secondary unit. Unit No Swap can be used any number of times in a row without overriding previous uses of Swap.
Units that use Swap this turn or are paired with a unit that has used Swap this turn cannot use Move after the use of Swap, even if they have not used Move this turn. They may use other commands after the use of Swap, including Swap.
Drop Tells the primary unit of a pair to place their secondary unit onto an empty tile adjacent to them. Unit Yes Drop is always immediately followed by X/Y coordinates to describe the location the secondary unit will be placed. Talk Tells the unit to converse with target ally or enemy. Unit Yes Talk is only available in certain situations such as support or recruitment. Wait Tells the unit to take no further action for the turn. Unit Yes - End Ends the Player Phase prematurely. Field No When the End Command is issued, at least 2/3 players must vote to pass the motion, otherwise the Command is ignored.
End is irreversible if passed.
Reset Restarts the chapter entirely. Field No When the Reset Command is issued, all 3 players must vote to pass the motion, otherwise the Command is ignored.
Reset is irreversible if passed.
Pass Vote to pass a NonFinal Field Command. Field Yes - Veto Vote to veto a NonFinal Field Command. Field Yes - Retract Undoes the most recent non-final command Field Yes Retract will not work if the previous command was issued to a Lord that the player issuing Retract to does not own.
Unit Commands will always contain at least 2 Command words, and the first will always be the [Name] of the unit the Command is being issued to. More often than not, Commands will contain extra words or numbers that aren't listed in the Commands list. If you read the Notes section of the Commands List, you should already have a solid idea on how to formulate proper commands, such as:
Randal Move (+4/+1) Attack (-1/0) Iron Sword
Kasuma Move (-3/+2) Pair (+1/0) Swap Engage (0/-1) Steel Lance
It may look complicated but its just knowing how to use a handful of words in specific orders. Unit Commands that end in Final words are non-retractable, no matter who issued it. So make sure you're all in agreement.
Field Commands are the easy ones. Each Field Command is only 1 word long. Once a Field Command is issued, the other players must vote to pass or veto the Command, which is done by declaring Pass or Veto. It is assumed that the player who issues a NonFinal Field Command is in favor of passing the Command, but if they change their mind, they may state a Veto before enough Pass votes are reached to pass the Command to cancel the Command entirely.
How the System Recognizes Commands
The System (me) will only recognize and process Unit Commands issued to a Lord if it is issued by the player who owns the Lord. No controlling other player's characters.
Units and Field Commands
The System will recognize and process any properly issued (see Command Structure) Command, and then supply a map update after the action is taken. If multiple Commands are issued before I log on to see the thread updates, the System will process them all in the order they were posted and then display a map update. It is wise to take one unanimously agreed upon Command at a time and studying the results before issuing another Command, as any processed Command is irreversible.
Building Your Character
In Fire Emblem: TSoT, you as the player have the ability to decide how your Lord character will fight and grow. As in FE Awakening, you will select an Asset and a Flaw stat to alter your character's growth. But unlike other FE games, you will also be able to choose what weapon your Lord carries into battle. While you will always start as a level 1 Lord, the asset/flaw choice will let you alter how your stats grow, and your weapon choice will change what promotional and reclass options are available to your Lord character.
These charts display the values of your Lord's starting stats and growth rates prior to Asset/Flaw alteration.
To calculate final starting stats, use the formula (Starting values of your Lord's gender + Asset alterations - Flaw alterations).
To calculate the final growth rates of your stats, use the formula (Starting values of your Lord's gender + Growth rates of your Lord's current class + Asset alterations - Flaw alterations).
All growth rate values are in %.
Player Base Starting Stats
Sex HP Str Mag Skl Spd Luk Def Res Male 17 7 6 7 7 6 7 6 Female 17 6 7 7 7 6 6 7
Player Base Growth Rates
Sex HP Str Mag Skl Spd Luk Def Res Male 40 40 35 40 40 50 40 35 Female 40 35 40 40 40 50 35 40
Lord Class Growth Rates
Class HP Str Mag Skl Spd Luk Def Res Lord 40 15 15 15 15 0 15 15
Initial Weapon Choice
When the game begins, your Lord will have proficiency in any one weapon type of your choice out of the eight conventional weapon types (Swords, Axes, Lances, Bows, Anima, Light, Dark or Staff). This choice not only affects what you start with, but what you can progress into. Every weapon choice opens the door to one of 8 unique advanced Lord classes available only to users of that weapon, and allows your Lord to reclass to any non-Lord class that also uses that weapon. Be sure to consult the charts below before choosing you initial weapon.
Initial Weapon Promotion/Reclass Chart
Icon Weapon Choice Promotion Option Base Reclass Options Promoted Reclass Options Sword Blade Lord Myrmidon, Thief, Mercenary Swordmaster, Assassin, Rogue, Trickster, Ranger, Hero, Battle Mage Axe Great Lord Fighter, Barbarian (male), Wyvern Rider Hero, Warrior, Berserker (if male), Wyvern Master, Dark Flier Lance Knight Lord Knight, Cavalier, Pegasus Knight Holy Knight, General, Great Knight, Paladin, Falco Knight (female), Draco Knight Bow Bow Lord Archer, Nomad Assassin, Sniper, Ranger Anima Mage Lord Mage Battle Mage, Sage, Valkyrie (female) Light Light Lord Monk Holy Knight, Bishop Dark Dark Lord Shaman Dark Flier, Druid, Summoner Staves Staff Lord Priest/Cleric, Troubadour (female) War Priest/Cleric, Sage, Bishop, Druid, Valkyrie (female), Falco Knight (female)
Promoted Lord Base Growth Rates
Class HP Str Mag Skl Spd Luk Def Res Blade Lord 40 20 15 20 25 0 15 15 Great Lord 40 25 15 15 20 0 20 15 Knight Lord 40 20 15 20 15 0 25 15 Bow Lord 40 20 15 25 20 0 15 15 Mage Lord 40 15 25 20 20 0 15 15 Light Lord 40 15 20 20 25 0 15 15 Dark Lord 40 15 20 15 15 0 20 25 Staff Lord 40 15 20 15 25 0 15 20
Skill Effect Trigger Class Level Dual Strike+ Dual Strike % +10 - Lord 1 Leadership Hit and Avoid +2 for allies within a 3 tile range. - Lord 10 AEther Attack twice consecutivley, with the first strike having Sol and the second having Luna. Skill/2 Blade Lord 5 Royalty Skill activation rate +10%. - Blade Lord 15 Aggressor Attack +10 during enemy phases. - Great Lord 5 Weapon Master Attack +5 instead of +1 and Hit +20 instead of +15 when in the adventageous position of the Weapon Triangle or Trinity of Magic. - Great Lord 15 Veteran This unit gains 1.5x EXP when paired up. - Knight Lord 5 Iron Hide Negate all incoming damage for one strike. Skill/4 + Luck/2 Knight Lord 15 Rally Range Range +1 to all allies with range 2 or greater within a 3 tile radius for one turn. Command Bow Lord 5 Headshot Deal 2x intended damage to the enemy. Must be equipped with a bow. Skill/2 Bow Lord 15 Spell Bound Mag +3 to all allied tome users within a 3 tile radius. - Mage Lord 5 Mana Burst After battle, deal the intended damage divided amoung enemies adjacent to the engaged enemy. Mag/3 Mage Lord 15 Light Speed Spd +5 to allied tome users within a 3 tile radius. - Light Lord 5 Blessing All stats +2 to target ally within a 2 tile radius for one turn. Command Light Lord 15 Dark Aura Res +4 to allied tome users within a 3 tile radius. - Dark Lord 5 Vengance Deal (user's max HP - user's current HP)/2 extra damage. 2(Skill) Dark Lord 15 Rally Health Max HP +10 to allies within a 3 tile radius. Those allies each heal 10 HP. Command Staff Lord 5 Soulbound Allies within a 2 tile radius heal 15% HP at the begining of each Player Phase. - Staff Lord 15
Asset Vs Flaw
Just like in Fire Emblem Awakening, Asset/Flaw allows you to alter the starting values and growth rates of your stats. In this case, you can use them to compliment your weapon choice. Just as with the Initial Weapon, the charts below will help outline the pros and cons of each Asset or Flaw.
You must pick one stat to be your Asset and one to be your Flaw, they cannot be the same stat, and you cannot choose to not have an Asset and/or Flaw.
Starting Stat Alterations
Asset/Flaw HP Str Mag Skl Spd Luk Def Res HP +5/-3 +1/-1 +1/-1 Str +4/-3 +2/-1 +2/-1 Mag +4/-3 +2/-1 +2/-1 Skl +2/-1 +4/-3 +2/-1 Spd +2/-1 +4/-3 +2/-1 Luk +2/1 +2/-1 +4/-3 Def +2/-1 +4/-3 +2/-1 Res +2/-1 +2/-1 +4/-3
Growth Rate Alterations
Asset/Flaw HP Str Mag Skl Spd Luk Def Res HP ±15 ±5 ±5 Str ±10 ±5 ±5 Mag ±10 ±5 ±5 Skl ±5 ±10 ±5 Spd ±5 ±10 ±5 Luk ±5 ±5 ±10 Def ±5 ±10 ±5 Res ±5 ±5 ±10
Class Description Weapons PromotionalOptions Lord Child of royalty. A noble fighter on an important mission. Any Advanced Lord Myrmidon Warriors who specialize in the art of the blade. Overcomes enemies with swift movement. Sword Swordmaster
Thief Petty pick-pockets who fare better at breaking locks than breaking enemies. Sword Assassin
Mercenary Fighters for-hire who boast well-rounded abilities. Can adapt and specialize to many forms of combat. Sword Hero
Fighter Combatants that can both deal and take hard hits with high strength and health. Axe Warrior
Barbarian Savage brutes who hit and run with high strength and speed but low survivability. Axe Berserker
Knight Soldiers of kingdoms who trade mobility for heavy and well-plated armor. Lance General
Cavalier Well-balanced soldiers who fight from the back of a horse. Sword
Pegasus Knight Agile and majestic soldiers who take to the sky with pegasi. Fare well against magic but poorly against arrows. Lance Falco Knight
Wyvern Rider Fighters who fight astride a wyvern. Vulnerable only to arrows and magic. Axe Wyvern Master
Archer Soldiers who fight from afar with a bow and arrows. Should be kept away from the front lines. Bow Sniper
Nomad Travelers who wander on the back of a horse. They hunt their prey with archery. Bow Ranger Mage Arcane magicians who practice the magic of nature. Powerful yet vulnerable. Anima Sage
Monk Preachers of the divines who wield holy magic. Effective against demonic creations. Light Bishop
Shaman Occult magicians who weave spells of black magic. Sturdy but sluggish. Dark Druid
Priest/Cleric Members of clergy who practice non-violent magic. Very vulnerable to weaponry. Staff War Priest
Troubadour Passive magicians who aid allies from horseback. Staff Valkyrie
Class Description Weapons PromotesFrom Advanced Lord Matured child of royalty. The fate of the world rests in their hands. Any Lord Swordmaster Expert myrmidons who have devoted their life to the sword. Possesses unmatched mastery of the blade. Sword Myrmidon Assassin Lethal striders who have been said to have the ability to kill a foe in a single strike. Sword
Rogue Masters of the art of deception. Can go unnoticed by even the most skilled eye and make quick work of any lock. Sword Thief Trickster Unorthodox thieves with agile foot-work. Able to attack, support and open new pathways. Sword
Thief Hero Expert fighters who have an excellent balance in all fields. Jack of all trades but master of none. Sword
Warrior Mighty fighters with mastery of the axe. Adept at taking down even the biggest foes. Axe
Berserker A fighter who's strength is second to none. Able to deal massive damage in a single blow. Axe Barbarian General Knights who have grown to become powerful leaders. Heads the front line with a massive shield. Sword
Knight Great Knight Hardened soldiers who boast high strength, defense and mobility. Axe
Paladin Dignified cavalry who fight with honor. High mobility and resistance. Sword
Cavalier Falco Knight Graceful and agile knights of pegasi who have mastered airborne combat. Can also support allies. Lance
Draco Knight Riders of rare dracos that specialize in precise strikes. Able to unleash a fury of stabs at their foe. Sword
PegasusKnight Wyvern Master Knights who have mastered synergy with their wyvern companion. Strikes fear into those with weak stature. Lance
Wyvern Rider Dark Flier Dark magicians who ride wyverns. High offensive abilities and mobility. Axe
Sniper Masters of archery who can deal precise death from afar. Agile and accurate. Bow Archer Ranger Mounded archers who specialize in taking tracking and hunting down targets. Sword
Sage Masters of the arcane arts. Unparalleled intelligence. Anima
Battle Mage Fighters who use both spell and sword to defeat worthy opponents. Sword
Bishop Holy and high-ranking clergy with a powerful faith in the divine. Light
Holy Knight Faithful knights who seek to destroy evil wherever it lurks. Lance
Druid Masters of black magic. Exceedingly high magical resistance. Dark
Summoner Dark magicians that conjure apparitions to fight along side them. Dark Shaman War Priest/Cleric Clergy who have left their vow of peace to take up arms against the enemy. Axe
Valkyrie Female mages who aid allies and assault enemies from horseback. Anima
Skill Effect Trigger Class Level Dual Strike+ Dual Strike % +10 - Lord 1 Leadership Hit and Avoid +2 for allies within a 3 tile range. - Lord 10 Avoid+ Avoid +10 - Myrmidon 1 Advantage Always attack first, even during enemy phases, when current HP is 1/2 of max or less. - Myrmidon 10 Sleight of Hand This unit can open locked chests and doors without a key. This unit can steal unequipped items from target adjacent enemy unit's inventory if the user's Spd is greater than the enemy's Spd by 5 or more. - Thief 1 Move+ Movement +1 - Thief 10 Armsthrift Attack does not reduce weapon durability. 2(Luck) Mercenary 1 Patience Hit +10 and Avoid +10 during the enemy's phase. - Mercenary 10 HP+ HP +5 - Fighter 1 Zeal Critical +5 - Fighter 10 Greed Obtain Bullion (S) upon defeating an enemy. 1(Luck) Barbarian 1 Gamble Hit -5 and Critical +10 - Barbarian 10 Defense+ Defense +2 - Knight 1 Indoor Fighter Hit +10 and Avoid +10 when fighting indoors. - Knight 10 Discipline Weapon EXP gain x2 - Cavalier 1 Outdoor Fighter Hit +10 and Avoid +10 when fighting outdoors. - Cavalier 10 Speed+ Speed +2 - Pegasus Knight 1 Relief Restore 20% HP at the start of the user's phase if no other units are within a 3 tile radius. - Pegasus Knight 10 Strength+ Strength +2 - Wyvern Rider 1 Tantivy Hit +10 and Avoid +10 if no allies are within a 3 tile radius. - Wyvern Rider 10 Skill+ Skill +2 - Archer 1 Precision Hit +15 and Avoid +15 during the user's turn. - Archer 10 Hunter Hit +15 when fighting a mounted unit. - Nomad 1 Wanderer Avoid +15 when on abnormal terrain. - Nomad 10 Magic+ Magic +2 - Mage 1 Focus Critical +10 when no allies are within a 3 tile radius. - Mage 10 Flash Speed +5 when fighting a non-tome user. - Monk 1 Evil Bane Hit +10 and Avoid +10 when fighting a monster. - Monk 10 Resistance+ Resistance +2 - Shaman 1 Anathema Avoid -10 to all enemies within a 3 tile radius. - Shaman 10 Miracle Survive a lethal attack with 1 HP. Current HP must be greater than 1 before the attack lands. 1(Luck) Priest/Cleric 1 Life Link Restore an additional 5 HP when healing an ally with a staff. - Priest/Cleric 10 Luck+ Luck +4 - Troubadour 1 Demoiselle Avoid +10 and Critical Avoid +10 to all male allies within a 3 tile radius. - Troubadour 10
Skill Effect Trigger Class Level AEther Attack twice consecutivley, with the first strike having Sol and the second having Luna. Skill/2 Blade Lord 5 Royalty Skill activation rate +10%. - Blade Lord 15 Aggressor Attack +10 during enemy phases. - Great Lord 5 Weapon Master Attack +5 instead of +1 and Hit +20 instead of +15 when in the adventageous position of the Weapon Triangle or Trinity of Magic. - Great Lord 15 Veteran This unit gains 1.5x EXP when paired up. - Knight Lord 5 Iron Hide Negate all incoming damage for one strike. Skill/4 + Luck/2 Knight Lord 15 Rally Range Range +1 to all allies with range 2 or greater within a 3 tile radius for one turn. Command Bow Lord 5 Headshot Deal 2x intended damage to the enemy. Triggers separately from critical hits. Must be equipped with a bow. Skill/2 Bow Lord 15 Spell Bound Mag +3 to all allied tome users within a 3 tile radius. - Mage Lord 5 Mana Burst After battle, deal the intended damage divided amoung enemies adjacent to the engaged enemy. Mag/3 Mage Lord 15 Light Speed Spd +5 to allied tome users within a 3 tile radius. - Light Lord 5 Blessing All stats +2 to target ally within a 2 tile radius for one turn. Command Light Lord 15 Dark Aura Res +4 to allied tome users within a 3 tile radius. - Dark Lord 5 Vengance Deal (user's max HP - user's current HP)/2 extra damage. 2(Skill) Dark Lord 15 Rally Health Max HP +10 to allies within a 3 tile radius. Those allies each heal 10 HP. Command Staff Lord 5 Soulbound Allies within a 2 tile radius heal 15% HP at the begining of each Player Phase. - Staff Lord 15 Astra Strike 5 time at half damage each. Skill/2 Swordmaster 5 Swordfaire Strength +5 if equipped with a sword (Magic +5 if using a magical sword). - Swordmaster 15 Lethality Fell the enemy in one strike. Skill/4 Assassin 5 Poison Target adjacent enemy becomes poisoned. Cannot be used on an enemy who is already poisoned. Command Assassin 15 Pass This unit can move through tiles occupied by enemy units as if they were allies. - Rouge 5 Disguise Enemy units will not engage this unit for one turn. Command Rogue 15 Lucky #7 Hit +20 and Avoid +20 until the end of the 7th turn. - Trickster 5 Acrobat All traversable terrain costs 1 movement to cross for this unit. - Trickster 15 Sol Restore HP equal to 1/2 the intended damage. 1(Skill) Hero 5 Riposte Receive 3/4 damage for one strike if not attacking last. User's next attack get +25% Hit chance. Skill/4 Hero 15 Rally Strength Strength +4 to allies within a 3 tile radius for one turn. Command Warrior 5 Counter Deal damage equal to the amount of damage received when struck by an adjacent enemy. (Trigger = 0% if the user is defeated by the enemy's strike) - Warrior 15 Wrath Critical +20 when current HP is 1/2 of max HP or less. - Berserker 5 Axefaire Strength +5 if equipped with an axe (Magic +5 if using a magical axe). - Berserker 15 Rally Defense Defense +4 to allies within a 3 tile radius for one turn. Command General 5 Pavise Negate 1/2 of incoming damage from a physical source. 1(Skill) General 15 Dual Guard+ Dual Guard % +10 - Great Knight 5 Defender Str, Mag, Skl, Spd, Def and Res +1 to self and pair partner when paired. - Great Knight 15 Luna This unit's attack ignores 1/2 of enemy's defenses. 1(Skill) Paladin 5 Deliverer Movement +1 when paired. - Paladin 15 Rally Speed Speed +4 to allies within a 3 tile radius for one turn. Command Falco Knight 5 Lancefaire Strength +5 when equipped with a lance (Magic +5 if using a magical lance). - Falco Knight 15 Pierce This unit's attack is supper effective against heavy armor for one strike. Skill/2 Draco Knight 5 Fury Attack one extra time during engagement. Speed/2 Draco Knight 15 Quick Burn Hit +15 and Avoid +15. Effect decreases by 1 at the beginning of every turn after the first, stopping at Hit +0 and Avoid +0 - Wyvern Master 5 Intimidate Enemies whos level is lower than the user's are less likley to attack the user. (Promoted units count as level+20) - Wyvern Master 15 Slow Burn Hit and Avoid increase by 1 at the beginning of every turn until the end of the 15th turn. - Dark Flier 5 Gale Force This unit can take one additional full turn after felling an enemy. (Trigger = 0% if this unit has used Gale Force this turn). - Dark Flier 15 Hawkeye The next attack this unit does will not miss. Skill/4 Sniper 5 Bowfaire Strength +5 if equipped with a bow (Magic +5 if using a magical bow). - Sniper 15 Rally Skill Skill +4 to allies within a 3 tile radius for one turn. Command Ranger 5 Tracker Movement +1 as long as an enemy is within the attack range of at least one ally. - Ranger 15 Rally Magic Magic +4 to allies within a 3 tile radius for one turn. Command Sage 5 Tomefaire Magic +5 if equipped with a tome (Strength +5 if using a physical tome). - Sage 15 Ignis Str +(Magic/2) when dealing physical damage. Mag +(Str/2) when dealing magical damage. 1(Skill) Battle Mage 5 Maelstrom Deal damage equal to the amount of damage received when struck by a non-adjacent enemy. (Trigger = 0% if the user is defeated by the enemy's strike) - Battle Mage 15 Divine Presence Monsters will attack other units instead of this unit if possible. - Bishop 5 Boost Random stat +5 to an ally for one turn when using a staff on them. Skill/2 Bishop 15 Smite Attack +10 when fighting a monster. - Holy Knight 5 Aegis Negate 1/2 of incoming damage from a magical source. 1(Skill) Holy Knight 15 Rally Resistance Resistance +4 to allies within a 3 tile radius for one turn. Command Druid 5 Vampire User restores 50% HP after felling an enemy during the user's turn. - Druid 15 Summon User summons a controllable Phantom unit to an empty adjacent tile. User can only control 1 Phantom at a time. Command Summoner 5 Twin Souls User summons 2 Phantoms instead of 1 when Summon is used. User can control 2 Phantoms at a time (this overrides the Phantom limit of the skill Summon). If the user is in control of 1 Phantom when Summon is used, only 1 more Phantom will be summoned. - Summoner 15 Rally Luck Luck +8 to allies within a 3 tile radius for one turn. Command War Priest/Cleric 5 Renewal Restore 30% HP at the beginning each turn. - War Priest/Cleric 15 Soothing Hand Target adjacent ally restores 10% HP at the beginning of the turn for the next 3 turns. Allies still under the effect of Soothing Hand cannot be a target for Soothing Hand. Command Valkyrie 5 Dual Support+ Support Bonus Rank +4 - Valkyrie 15
Class HP Str Mag Skl Spd Luk Def Res Lord 40 15 15 15 15 0 15 15 Myrmidon 40 20 0 25 25 0 5 5 Thief 35 10 5 25 30 0 5 5 Mercenary 45 20 0 25 20 0 10 5 Fighter 45 25 0 20 15 0 10 5 Barbarian 50 30 0 15 25 0 5 5 Knight 50 25 0 15 10 0 20 5 Cavalier 45 20 0 20 20 0 10 5 Pegasus Knight 40 15 5 25 25 0 5 10 Wyvern Rider 45 30 0 15 15 0 10 5 Archer 35 15 0 30 20 0 10 5 Nomad 40 20 0 25 20 0 10 5 Mage 35 0 25 20 20 0 5 10 Monk 35 0 20 20 25 0 5 10 Shaman 45 0 20 20 10 0 10 20 Cleric 35 5 15 15 20 0 5 10 Troubadour 35 0 20 20 15 0 5 10
Class HP Str Mag Skl Spd Luk Def Res Blade Lord 40 20 15 20 25 0 15 15 Great Lord 40 25 15 15 20 0 20 15 Knight Lord 40 20 15 20 15 0 25 15 Bow Lord 40 20 15 25 20 0 15 15 Mage Lord 40 15 25 20 20 0 15 15 Light Lord 40 15 20 20 25 0 15 15 Dark Lord 40 15 20 15 15 0 20 25 Staff Lord 40 15 20 15 25 0 15 20 Swordmaster 40 20 0 30 25 0 10 5 Assassin 40 20 0 25 30 0 10 5 Rogue 35 10 0 30 40 0 5 5 Trickster 35 15 15 20 25 0 10 10 Hero 45 20 0 25 20 0 10 10 Warrior 45 25 0 20 15 0 10 5 Berserker 50 30 0 15 25 0 5 5 General 50 25 0 20 10 0 25 5 Great Knight 50 25 0 15 15 0 15 5 Paladin 45 20 0 20 20 0 10 10 Falco Knight 40 15 10 25 30 0 10 15 Draco Knight 40 20 0 20 20 0 10 10 Wyvern Master 45 30 0 15 20 0 15 5 Dark Flier 40 15 15 20 20 0 5 10 Sniper 35 20 0 30 25 0 15 5 Ranger 40 20 0 25 25 0 10 10 Sage 35 0 30 20 20 0 5 10 Battle Mage 40 15 25 20 20 0 10 15 Bishop 35 0 20 20 25 0 5 10 Holy Knight 45 25 15 20 20 0 15 10 Druid 50 0 20 20 10 0 10 25 Summoner 40 0 20 15 15 0 5 15 War Priest/Cleric 45 15 15 15 20 0 10 10 Valkyrie 40 0 20 20 20 0 10 10
Unit Class Level Asset Flaw HP Str Mag Skl Spd Luk Def Res Mov Weak Proficiency Support Randal Lord 1 Spd HP 14 6 5 9 11 8 7 6 5 - D Kasuma Lord 1 Def Mag 17 7 3 7 6 8 11 7 5 - D Nora Lord 1 Luk HP 14 7 8 7 7 10 6 7 5 - D Azel Lord 1 Str Luk 17 10 5 9 7 3 9 6 5 - D
Out of Battle thread: http://roleplayerguild.com/showthrea...f-Time-(OoBIC)