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Fandom FE:R, Mechanics and Classes

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A light in a dark place
Fire Emblem: RedemptionMechanics and Classes
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This info page is for the mechanics and available classes for the RP, Fire Emblem: Redemption.


Mechanics
Fire Emblem is a turn based strategy that began in 1990. Whilst, it may be helpful to know the series, total knowledge is not required to enjoy our story driven RP. This section will bring you up to speed with the essentials, as well as show how the said mechanics will play out in the RP.

CombatThe combat of the Fire emblem series was simple: on your turn, move a character to a space adjacent to the enemy and press attack. You deal damage to the enemy, and the enemy deals damage back to you. The enemy, on their turn could also attack in this fashion. The amount of damage taken and dealt, as well as the number of times one will attack, were dependent on stats (More on this later).

Fire Emblem Redemption will not focus too heavily on the mathematical portion of the game. What we will focus on with stats is whether your character can hit your opponent or not, and how hard your character can hit. The same applies for enemies.

Character Stats
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In combat there are four components when determining the damage: Attack, Hit, Avoid, and Crit. Attack is the amount of damage that character will do to the other. Hit is the percentage chance of landing the attack. If an attack doesn't land, then a "miss" occurs and no damage is dealt. Avoid is the percentage chance of dodging the opponent's attack with a "miss". Finally Crit is the percentage chance that the attack will do a multiple damage. Usually Critical Hits are triple the damage, however certain weapons such as Killing Edge allowed critical Hits to have quadruple damage. These in-combat stats are determined by the character stats.


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Character Stats that we will focus on will be Str, Mag, Skill, Spd, Luck, Def, and Res. The other stats you can ignore. Strength determines how hard your physical attacks will hit for. Magic determines how hard your magical attacks will damage. Skill increases accuracy as well as adds to the chance of critical hits. Speed determines if your unit can attack twice in a row and it also increase the chance to avoid. Luck increases the chance of crits and chances of not getting crit. Defense decrease the damage received from incoming physical attacks, and Resistance decreases the damage received from incoming magical attacks.

Characters in Fire Emblem: Redemption, will start out with a set number of points that the player can distribute to their character. This will be the character's base stats. Then, the players will be given the total amount of growth percentage that a character can have. Growth percentages determines the probability that a character will get a point in the said stat when leveling up. For example, a 60% growth stat in Skill will mean a 60% chance that the character will get a point in skill when leveling up. The total growth stat is the sum of all the growth stats of a certain character. Limiting the total growth stats allow for a character to level up in a balanced manner. There may also be a cap implemented in the growth percentage so as to prevent a guaranteed level up in a character stat, but that is yet to be determined.

Combat in Fire Emblem: Redemption
In the Fire Emblem RP, these stats will mostly be for show, until we encounter major enemies. The big bosses of a chapter or level will have stats, and those stats will determine if you can hit the boss and kill him/her/it. Here's how it's going to play out in the RP:

Say your character wants to attack the antagonist. Then write in character that s/he is going to do so.

Ex. "Eyes focused on the target, character #1 unsheathed her blade. The big armor that the antagonist was wearing will hold no threat to her armorslayer. With one deep breath she dashed into the air above the armor knight. She swept her blade in a crescent shape, aiming straight for the knight."

Notice that in my example, I did not have my character hit the enemy, but rather left it open for the enemy to decide. Whether you hit, dodge, crit the enemy will be decided by me with stats in mind. The outcome of your character hit will be written out subsequently by me.

Ex. "The crimson armored knight did not move from his spot, but rather met the young samurai's sword with his. Easily he pushed her back. ' Now it's my turn'. He said as he lifted his grand sword to the sky. Dark clouds formed above the sword, as sparks gathered at the tip of the sword. With a smug grin, the knight swung his sword towards the girl's direction which caused lighting from the sky to strike her heels burning them slightly."

This would be an example of the character #1's attack dealing no damage. The counterattack was already calculated and determined, and the enemy hit the character for a minor amount of damage. If the attack weren't to hit the writing would leave the attack open much like in the first example with the player having the opportunity for a counter attack. Let's rewind to the attack of our character #1.

Ex. "The armored knight looked in confusion as the samurai girl seemed to disappear from sight. Once he found the girl above him, it was too late. Sharpened steel cut through the crimson knight's armor leaving an open wound on his left shoulder. Taking a step back for balance, the knight swung his own sword upwards at the hanging blade of the samurai. He grit his teeth as blood seeped out from the attack. Pushing the girl away, he swung his sword up to the sky. Dark clouds began to form above, as sparks gathered at the tip. With eyes wide open, the knight swung his sword 'You'll pay for this!' electricity from the spark ran like chains at the girl's feet."

This example shows of a different outcome. Character #1 has successfully hit the enemy, and from the writing it must have done decent damage. Furthermore, the enemy attack missed because the enemy did not write that it hit the girl. Had the attack hit, the enemy would write also how bad the damage was. But in this example the lightning from the enemy's blade is going to the girl which allows a follow up to dodge the attack like so:

Ex. "Seeing the spark leaving the sword, character #1 rolled out of the way of the lightning, landing on her two feet and left hand on the ground. Her right hand was on her sword, the silver blade glistening in the moonlight. She smiled 'you're not as fast your temper, Mr. Big Knight' she said."

Then the turn would be over, and it would be the enemies turn to take action.

Weapon Triangles
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The graph depicted above indicates what type of weapons beat what. The top right triangle is not completely true as flying units aren't a direct counter to melee/ground units. As a matter of fact, in some games, Pegasus Knights, which are flying units, had mediocre defense against melee attackers, and instead had high res to destroy mages. The only take-away from the top left triangle should be that Archers beat out flying units.

The top left depict the weapon triangle of physical attacks. This is an old triangle, as new triangle adds more weapons to the system as depicted below:
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We will NOT be using the new weapon triangle as I'd like to keep the magic attacks, and ranged physical attacks separate from one another. The graph depicting the new triangle system is just meant as extra information.

Looking back to the graph on top of this section, there is a triangle attached to another triangle. This shows the weapon triangles of magic attacks, or tomes to be specific. There are three main type of tomes: Light, Dark (aka Flux), and Anima spells. As depicted in the bigger triangle, Light beats Dark, Dark beats Anima, and Anima beats Light. Anima tomes are divides into three categories: Fire, Wind, and Thunder. Any of the anima spells will beat Light, and any Dark spell will beat out Anima spells.

When one Anima spell is going against another, the smaller triangle on the side of the bigger triangle is used to determine who has the advantage: Fire beats Wind, Wind beats Thunder, and Thunder beats Fire. Furthermore, Anima spells have special advantages when facing certain foes. More of the advantages of these spells will be specified in the Class section of this guide.

So what does it mean to 'beat' something? Well, the question varies from game to game. However, most game increases the hit chance of the attack if a certain weapon has and advantage over the other. Conversely, if a weapon was to have a disadvantage over the other, it would have a decreased chance to hit. Some games even go as far as to add damage, and more chances of hit/avoid depending on the weapon grade level, but we won't need to worry about such things in the RP. All that an advantage will do in Fire Emblem: Redemption is increase/decrease the chance of hitting by a flat amount.

Certain classes will be able to wield certain weapons, so you may want to think carefully before committing your character to one. It is important to know the weapon triangles to know which classes your character has an edge over in battle, or which classes your character may want to avoid.

Level Ups and EXP Much like an RPG, Fire Emblem has levels for a character. Once a character's EXP reaches a hundred, the character levels up. EXP is gained through hitting an enemy, and for non-battling units, healing/buff done. If a character got the last hit on the enemy before they died, then the character would get a lot more EXP. Depending on the level difference and whether or not your unit is promoted or not, EXP gain will vary.

However, in Fire Emblem: Redemption, characters will not gain EXP depending on the number of units killed, nor the number of healing/buffs done. Rather, EXP will be given out for completing a part of the story, at the end of every chapter. All characters will be given enough EXP to contest the next boss of the story.

In some games there were EXP implemented outside of combat called Bonus EXP or BEXP for short. BEXP was given for completing a level optimally, and having few casualties on your side of the field. BEXP will be given out in the RP in small amounts as a way to encourage good RPing skills, such as good writing, not getting into arguments, helping each other out, and so on. These BEXP will not be given to such an amount that there will be a huge gap in level differences among the individual players. However, with enough BEXP, one might find him/herself a level ahead of another person.

The maximum level that a character can obtain is level 20.

Promotion
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Once your character reaches level 10, with special items, your character can promote to their desired class. Your character will become the promoted class and his/her level will reset to 1. This reset doesn't apply to your stats. As a matter of fact, more will be added to your stats to bump your character up to the base stats of the class.

Whilst it is possible, with the promotional item, to promote your character once s/he reaches lvl 10, some players decide to hold off on their class promotion until the max level, 20, because that's 10 more levels of stats one can gain. However, this waiting also means 10 more levels of holding off on the bonus stats a character receives when promoted. So in the end it's really up to you to decide when you want your character to promote.




Classes
Classes vary from Fire Emblem games to Fire Emblem games. These are the classes that will be available to play in the RP. Note that a lot of these classes will be nation exclusives, so choose your allegiances well. For information about each nation in Fire Emblem: Redemption, go to the Interest check page here.

For those of you on mobile devices or cannot click on hyperlinks, here is the link: https://www.rpnation.com/threads/fire-emblem-redemption.351156/


The Prince's Escape Group
These are the few of the prince's loyal subjects that help him escape from the land of Talos. Click on the spoiler to reveal more info:
Thief
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Weapons: Swords, and Knives


Promotion: Trickster (Swords, and Staffs), or Assassin (Swords, and Bows)


Description: Thieves are a utility based class. They can unlock doors, and open chests for free. They have a high avoid chance, and crit as well. They lack in strength, but once they promote to an Assassin or Trickster, they can eradicate their foes with powerful skills such as Lethality.



Mercenary

Weapons: Swords


Promotion: Myrimidon -> Dread Fighters -> Yashas


Description: Better known as swordsman, mercenaries dedicate their life to the way of the sword. They specialize in overwhelming their opponents with a flurry of attacks from their swords. They are great at dodging attacks, and out speeding their opponent for multiple attacks. However, they have trouble against lance users and tanky foe.


Outlaws

Weapons: Bow


Promotion: Bow Knight (Sword and Bow), or Adventurer (Bow Staff)


Description: Outlaws are thieves who have chosen the bow over the sword. They can do more damage than thieves can and pick locks. However, they are a ranged unit, and have trouble against melee units until promoted.

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Barbarians

Weapons: Axe


Promotion: Breserker (Axe), or Warriors (Axe and Bow)



Description: Wild and brave, the barbarians can dish out huge amounts of damage with their powerful axes, and they can take a hit as well. They have high HP and Str. However, their accuracy is sub par, and are slow.


Ninja
Weapons: Shuriken

Promotion: Master Ninja (Sword, and Shuriken), or Mechanist (Shuriken and Bows)

Description: Master of the shadows, agile, and quick, ninjas can hit their targets from the distance of archers or up close and personal with their shuriken. They have a high hit rate as well as avoid rate. Though the attacks of a ninja may not be the most powerful, getting hit with shurikens will reduce the armor of the target. Furthermore, after every battle, a ninja can dish out more damage through their skill Poison Touch. They can choose to focus on a melee weapon as their second choice or a ranged weapon through their promotions. Ninjas also have the ability to unlock doors, and open chests.


Abyssylgians
Chaos, Passion, and Instincts drive them. As they worship the Hell Dragon, the Abyssylgians depend much on dark magic, as well as undead magic.

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Arcanist
Weapons: Dark Tomes, and Staffs

Promotion: None

Description: These mages are experts in the Dark arts. Their stats are very high, and few weaknesses apply to them. One of the Arcanist's worst nightmare is of course light magic. Units with high resistance is recommended when dealing with this unit. This class is available ONLY for Generals of Abysslgia. However, sorcerers may be able to take this path for promotion later on.



Cantor

Weapons: Basic Dark Tomes, Staffs, and Summons

Promotion: None

Description: Sacrificing their own life force, Cantors can summon the undead to fight for their cause. Depending on the skill of the caster, Cantors can summon various undead monsters, from zombies to even undead dragons. Note: the summoning of undead dragons are reserved for generals ONLY. In order to become a cantor, one must first walk the way of the Dark arts by being a Dark Mage. Generals are the only ones who can start out as a Cantor.


Dark Mage

Weapons: Tomes

Promotion: Sorcerer (Tomes, and Staff) -> Arcanist (Dark Tomes, and Staff) (Must only use Dark Tomes to be able to promote to Archanist - SS Rank in Dark tomes ONLY), Dark Knight (Swords, and Tomes), Witch (Dark Tomes, and Warp Magic) (Females ONLY, promotes from Sorcerers)

Description: The basic disciples of the dark arts. Can NEVER use light tomes, and can only use basic Anima.


Dark Prophet

Weapons: Hell Shard

Promotion: None

Description: The chosen people who have been gifted with the Hell Dragon's blessings. These privileged individuals can apparently hear the voice of the Hell Dragon itself. These prophets are a Male ONLY class that are weak in their human form. However, once they inject themselves with the Hell Shard, these ordinary humans become a chaotic dark dragon.To be a Dark Prophet, one must have dragon blood flowing through their veins. Available to generals ONLY.
Weapons forged specifically for defeating dragons are recommended for dealing with this unit. Light magic can do damage to the Dark Prophets, but only in their human form.


Oni Savage
Weapons: Axe

Promotion: Oni Chieftan (Axes, and Tomes), Blacksmith (Swords, and Axes)

Description: Common merchants and weapon-makers of the Abysslygia empire, Oni Chieftan are bulky individuals who can take a hit or two from even the toughest physical attackers. They can also fight back with significant damage of their own.

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Undead Rider
Weapons: Lance

Promotion: Undead Flyers (Lance and Dark Tomes) -> Deathsweeper (Lances, Axes, and Tomes)

Description: These flyers have made a pact with the Necrodragons of the land causing their body to decay. Sharing their life force with these undead beasts, the Undead Riders are able to come back to life with a percentage of their health once killed in battle. Some even have the skill to explode, dealing massive damage and cursing those who touches their remains. Light magic, and heal spells do damage to these undead. Deathsweepers must be killed by light magic, else they can continue to come back to life. Undead Riders have high defense, and dark magic heals them. They are weak to lightning spells as well.

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Witch
Weapons: Dark Tomes, Warp Magic

Promotion: None

Description: A Female only class, the Witch can warp to a designated location at the cost of their health, making them a dangerous foe. They can go behind the enemy lines and take out the glass cannons or strike at those you want to defend. When dealing with Witches, make sure to surround those you want to protect and move together as a unit.


Lucinarchians"May the Heavens guide you." Order, Control, and Structure, all of these are the values of the Lucinarchians. They follow the Heaven Dragon and believe in a balanced army to prepare for whatever is to come their way.

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Cavalier
Weapons: Lances

Promotion: Paladin (Swords, and Lances) -> Gold Knight (Swords, and Lances) -> Skogul (Lances, must have S Rank in lance to promote), or Great Knight (Swords, Lances, and Axes)

Description: Cavaliers are very balanced unit with average stats in everything. They provide great mobility due to being a mounted unit. However they suffer severe movement penalties when moving though rough terrains. Furthermore, they cannot climb up mountains and walls, nor cross swamps. Despite these limits of a cavalier, this class boasts of a diverse promotion path in which player can choose from a variety of weapons. Pair this with the cavalier's skill of hit-and-run, and you got yourself a solid combat unit.

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Cleric/Priest
Weapons: Staffs

Promotion: Sage (Tomes, and Staffs) -> Arcsage (Tomes, and Staffs), or Saint (Tomes, and Staffs) -> Exemplar (Tomes, and Staffs)

Description: Clerics/Priests start out initially as a healer class. They provide buffs and heals for the team as well as remove debuffs from them. They can wield what is known as a warp staff to warp a friendly unit to another location, at the cost of the Cleric's/Priest's HP. This magic is a powerful utility in taking down important foes. When they promote, Clerics/Priests can wields tomes, and choose which aspect to focus on more: the tomes or the staffs. If the answer is former, then the sage route is right for them, and if the answer is latter, then the Saint route is the safer bet. Furthermore, sages focus their tome skills on the Anima magic, while saints focus on the Light magic.




Hunter
Weapons: Bows

Promotion: Bow Knight (Bows, and Lances) -> Silver Knight (Bows, and Lances)

Description: The main ranged physical damage dealers. Essential in taking down flying units, and sniping out the back lines.

Knight
Weapons: Lances

Promotion: General (Lances, and Axes) -> Marshall (Lances, Axes, and Swords), or Great Knight (Lances, Axes, and Swords)

Description: These heavy armored unit are the definition of a tank. They can soak up all the damage in the front line while striking back with decent damage. Defense is their game, and they love to be up in the front row of a fight. However, due to the heavy armor of the Knights they are rather slow, and their movement takes a toll as well. Also their resistance can be a bit shaky at times, so best stay away from those pesky mages.

Light Priestess
Weapons: Heaven's shard

Promotion: None

Description: Using the blessings given to them by the Heaven Dragon, these female ONLY mages are gifted with a devastating magic attack that can heal allies, while destroying enemies. These mages can seem quite fragile, but their excellent range of their spell, as well as immunity to magic damage gives Light Priestesses a powerful tool to dispose a foe. When dealing with them, it is recommended to go in with heavy damage dealers that can also take a hit or two in the magic department. Reserved for generals of the Lucinarch army ONLY.

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Pegasus Knight
Weapons: Lances

Promotion: Falcon Knight (Lances and Staffs), or Kinshi Knight (Lances and Bows), or Dark Flier (Lances and Tomes)

Description: Female ONLY class. Pegasus Knights are the more Resistance heavy fliers in the Lucinarch army. They are capable of taking magical hits, and fighting back with enough damage to destroy squishy targets. Being a flier, Pegasus Knights do not get bogged down by terrain, and they can position themselves on top of buildings and mountains that most units cannot be on. Watch out for archers and wind magic, as they do significant damage to Pegasus Knights.

Samurai
Weapons: Swords

Promotion: Swordmaster (Swords), or Master of Arms (Swords, Lances, and Axes)

Description: The samurais are sword masters, with high dodge, crit, and multiple attacks. They can choose to extend their range of weapons by promoting to the Master of Arms.

Soldier
Weapons: Lances

Promotion: Sargent (Lances) -> Baron (Lances) -> Spartan (Lances)

Description: Soldiers are ground units that specialize in using lances. They are fairly tanky, and can hit back. Sargents are on par with Knights in terms of stats although they could be seen as the more offensive type. Once a Sargent promotes to a Baron, they begin to gain speed, and movement which makes them able to double attack enemies while taking huge amount of damage. Once they reach Spartan, there is little weapons can do against this monster class. To counter this class, one needs a power enough mage to take him down. Only tanky units should take on soldiers head on.

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Wyvern Rider
Weapons: Axes

Promotion: Wyvern Lord (Axes, and Lances), or Malig Knight (Axes, and Tomes)

Description: Wyvern Riders are the defense heavy versions of the Pegasus Knights. These dragon riders are able to swoop in and challenge any foe they wish with their hard hitting axe, and back away to safety using their remaining movements to get out of harms way. Even archers will have a hard time taking down these flyers. However, the Wyvern Riders have a low resistance making them very vulnerable to magic attacks, especially Thunder tomes. They do bonus damage to Wyvern Riders.


Sacred GroundsNo humans make there home on the Sacred Grounds. Only the prophets and priestesses are allowed in on special occasions to bring about offering placed near the cave. However, that does not mean nothing live there. The trees are home to the Wood Elves. They have human like features with pointy ears. Only one class is available to play for those who originate from the Sacred Grounds: Archers.

Archers
Weapon: Hand

Promotion: Sniper -> Marksman

Description: The Wood Elves can make a bow out of their hand, the arrows they make are enchanted with Thunder and Wind magic. They can even enchant their arrows with light magic to heal allies from a distance.
Flyers beware, the Archers are truly your worst nightmare. Getting near in range of one of these wood elves surely means a guaranteed death. Wood Elves are very weak to Fire magic, so be sure to have your mages ready to fire before you take on these foe.
 
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