Agent
Lance
...
Fifteen Years AgoThis land is called Avarisse. It used to be peaceful under the protection of Rigelia, a large kingdom that took up most of the territory within Avarisse. The two other regions were Fenris, the forest domain, and Tiernin, the military nation. Out of the two, Fenris was greater in size.
Fenris made their choice. They would ally themselves with Rigelia, either out of cowardice or righteousness. And that... was their downfall. They could not stop the earth from being soaked with the blood of their people. Like a vicious hurricane, the forces of Tiernin tore through the forests of Fenris, and at the war's peak, the Duke and Duchess were both killed in a siege, and the country was left without a leader. Without the power to fight, the people of Fenris went into hiding.
It was only from the heroism and strength of a select few people that the war was able to be stopped. Twelve people broke through the armies of Tiernin and when they reached the palace, slew the wicked Emperor Vyrnn, ending the war.
For many years, the people lived in fear, because of what has happened to their lands. Families were left without those they used to care for and love. Rigelia and Tiernin never made their peace, and the new leader within Fenris decided that their people had to stay out of the affairs of others. Slowly, but surely all three countries had started to recover, and a new Emperor took the throne in Tiernin. Despite previous tensions, Rigelia and Tiernin agreed to peace, for as long as it could last...
The first country within Avarisse, Rigelia grew quickly into the massive kingdom that it is today over many decades. Some people decided to pursue different ideals and beliefs, and bands of people set out to claim land that would be used to represent their perfect world. Out of kindness, the previong aided the growing nations, and they grew in size and power in only a few years. Despite their differences, the three countries were able to live in harmony with each other. Until the war, that is.
After the war, it took years for the people to settle down, letting their worries go. Queen Lindel promised her subjects that they would be kept safe for as long as she could. Bandits have made regular appearances to harass the people. And strangely, there's been a mysterious man walking around that closely resembles Lindel's child.
TierninThose that created Tiernin valued security and military power above all. Before the war, Tiernin was the strongest force in Avarisse, until their forces were decimated. What was the point of having the power to conquer all? Why were armies needed, if there was nothing that should be fought against? Many people that lived in Rigelia and Fenris had radically different ideals, valuing peace and prosperity over the power to combat others.
During the war, Emperor Vyrnn was slain in battle, leaving Tiernin with no leader. Many of the other high-class peoples were killed as well, so a regent was elected until a suitable ruler could be found. The new regent: Lord Rafele, leads the country on for now, but despite his position, he doesn't make many appearances. People openly wonder whether he is fit to lead the country.
The forest nation is covered in trees and tall grass. The people lived in the treetops among the wilds, so finding people isn't the easiest thing to do. Most don't view living out in the wilds as 'normal', but they'll usually respect the choices of others. For the longest time, they've been sworn allies with Rigelia, but the war quickly changed things massively for them. With the loss of their ruler, it was decided that they would have to keep to themselves to survive, as the war took the lives of many away.
Attempts from vandals and warmongers to burn the forests of Fenris were always unsuccessful after the first time, with the previous founders using their magic power to protect everything from the flames.
YOU ARE OUR ENEMY.
Progress further in the story to unlock this entry!
I'LL OPEN THE WAY!
Progress further in the story to unlock this entry!
Hp 18 (75%) Spd 7 (40%) Str 4 (45%) Lck 3 (25%) Mag 1 (25%) Def 3 (30%) Skl 8 (40%) Res 1 (20%)
Mercenaries are generic sword-wielding fighters with a knack for balancing speed and power. Unfortunately for them, swords are usually kind of short and aren't nearly as powerful as other melee weapons. However, they're easy to use and don't encumber the wielder. They provide an easy way to defeat slow brigands in the early game. Oh, and they don't have to be -actual- mercenaries, per se.
Level 1 Skill - Patience: Hit/Eva +10 if enemy initiates combat.
Level 10 Skill - Fierce Stance: Attacks deal +3 Damage if enemy initiates combat.
Mercenaries can promote into a Hero, Ranger, or Mage Knight.
Hp 16 (50%) Spd 6 (40%) Str 2 (25%) Lck 3 (20%) Mag 5 (60%) Def 1 (25%) Skl 7 (45%) Res 3 (35%)
Dark Mages, despite what their title implies, are not usually evil. Unlike regular mages, dark mages are capable of harnessing powerful energies within gemstones, using them to channel their power better. Most units don't resist magic well, so magical attacks will be a great boon to the party. However, they don't have as much resilience as the healing mages.
Level 1 Skill - Hex: Evade -15 on adjacent enemies.
Level 10 Skill - Magic Up: Magic +2.
Dark Mages can promote into a Sorcerer, Mage Knight, or Sage.
Hp 16 (50%) Spd 9 (55%) Str 3 (40%) Lck 3 (40%) Mag 2 (20%) Def 2 (25%) Skl 6 (45%) Res 2 (25%)
Thieves do what thieves do: stealing. Packing light and holding a dagger, thieves are faster and have more celerity than other infantry classes, allowing them to cover more ground. They are also capable of picking the locks on doors and chests to loot any valuables within, as well as take precious items from foes. Eventually, thieves will learn to pick locks without using a lockpick. By the way, any dagger-wielding class can pick locks, but can't steal without the proper skills.
Level 1 Skill - Steal: If faster than the target, can steal an item from them. Cannot steal weapons.
Level 10 Skill - Locktouch: Speed +2. Can pick locks without keys.
Thieves can promote into an Assassin, Sage, or Strategist.
Hp 16 (45%) Spd 8 (45%) Str 1 (20%) Lck 3 (30%) Mag 4 (50%) Def 0 (20%) Skl 7 (45%) Res 4 (45%)
Mages are a supportive ally on the battlefield. They can heal their allies as well as fight using their staves. They may not hit as hard as a dark mage, but they make up for it with superior resistance. They're fragile compared to other classes, so others will need to protect them from enemies.
Level 1 Skill - Renewal: Heal 10% of your Max Hp every turn.
Level 10 Skill - Resistance Up: Resistance +2.
Mages can promote into a Bishop, Strategist, or Falcoknight.
Hp 20 (80%) Spd 6 (35%) Str 5 (50%) Lck 3 (20%) Mag 1 (20%) Def 5 (35%) Skl 5 (35%) Res 0 (20%)
Cavaliers ride into battle on their trusty steeds, allowing them to cover ground much more quickly than any infantry unit. They wield spears, which are more powerful than swords, with some types being able to attack enemies at range. Unfortunately, they are unable to ferry around other units on their horses, probably because they are selfish or the horse is too small. The fast movement can be used to isolate and pick off dangerous enemies or make a hasty retreat. They are unable to move through Rivers or Mountains, as with any horseback unit.
Level 1 Skill - Elbow Room: Attacks deal +3 Damage if on Terrain with no effects.
Level 10 Skill - Defense Up: Defense +2.
Cavaliers can promote into a Paladin, Falcoknight, or Cataphract.
Hp 20 (85%) Spd 6 (35%) Str 6 (55%) Lck 3 (20%) Mag 1 (20%) Def 4 (35%) Skl 5 (35%) Res 0 (15%)
Warriors use their mighty axes to cleave through enemies using their strength and weight. They have lots of health and hit with a significant amount of force, but are lacking in everything else. Axes are the strongest weapon type, but suffer from inaccuracy and heaviness. If these traits can be dealt with, then the warrior can be a force to be reckoned with. Luckily there are a few promotions that could cover their weaknesses...
Level 1 Skill - Zeal: Critical +5.
Level 10 Skill - Bulk Up: Hp +4. Strength +1.
Warriors can promote into a Slayer, Cataphract, or Hunter.
Hp 18 (65%) Spd 6 (35%) Str 4 (45%) Lck 3 (30%) Mag 1 (20%) Def 2 (25%) Skl 9 (50%) Res 2 (25%)
Archers have been known to be weak, useless units that are cursed by the range of their bows. Not in this game. About 80% of the bows may still be limited to 2 range, but their dilemma is easily solved with by a promotion. They have high amounts of skill, allowing easy criticals and the advantage of being able to hit their attacks almost all the time. Towers can be used to extend the range of their bows, and they can also operate the occasional ballista.
Level 1 Skill - Prescience: Hit/Eva +10 when initiating combat.
Level 10 Skill - Skill Up: Skill +2.
Archers can promote into a Sniper, Hunter, or Ranger.
Hp 16 (65%) Spd 8 (50%) Str 4 (40%) Lck 3 (30%) Mag 2 (20%) Def 2 (25%) Skl 7 (50%) Res 1 (20%)
Myrmidons are fast swordfighters that combat foes using their killing techniques and the wanton need to dab whenever they perform an attack. Faster than a mercenary, they are capable of doubling almost every enemy they face off against, save for other myrmidons and thieves. Their high speed allows them to also evade attacks more easily, and with a little more training, they're able to make two strikes on one opponent with less effort than usual.
Level 1 Skill - Natural Agility: Evade +10.
Level 10 Skill - Pursuit: Attack Speed +2.
Myrmidons can promote into a Swordmaster.
Hp 20 (75%) Spd 6 (40%) Str 4 (40%) Lck 3 (25%) Mag 2 (20%) Def 3 (35%) Skl 6 (35%) Res 0 (20%)
Soldiers were previously worthless soldiers that only served as punching bags for experience, but not anymore. Now playable, the soldier has become stronger than ever. Wielding spears as their primary weapons, they angrily traverse the battlefield in search of victims to enact their vengeance upon, dealing extra damage to defenseless mages and archers, or even other melee fighters if a javelin is used. All in all, a balanced spear class. Pick this if you liked Nephenee.
Level 1 Skill - Opportunist: If foe can’t counterattack, +3 to damage dealt.
Level 10 Skill - Defense Up: Defense +2.
Soldiers can promote into a Sentinel.- Units can be promoted when they reach Level 10. Upon promotion, the unit gains some stat points and reverts to level 1, but will count as being Level 21. Note that all units, unpromoted and promoted, have a level cap of 20.
I refuse to show you the promotional gains until you reach Level 10.
- Starting combat is as easy as walking up to an enemy and attacking them. When attacking, roll a 100-sided die to determine whether your attack is successful or not.
If you want to do the math yourself to decide whether your attack connected, go ahead. If you know for sure that your attack connected, you can edit your post and write up some juicy information about how you slapped the enemy with your sword... if you want.
While you're at it, might as well roll a second d100 for critical chance. A critical attack deals three times as much damage and usually results in the victim's death.
If you outspeed your opponent by a fair margin(see stats), you're able to attack twice. In that case, roll two more dice.
Of course, you'd probably want to know how to calculate hit and evade chance if you're into that thing.
Movement
Tactics doesn't just come down to attacking enemies! You'll also need to know about how to move around the battlefield.
Most unpromoted Infantry classes have 20 Move to begin with. This'll allow them to walk on 5 tiles of grass, stone, etc, as they cost 4 Move to walk on. However, one could gain an advantage by moving their unit into a forest. While standing in a forest, a unit will take 1 less damage from attacks, and has an additional 20% chance of evading attacks. Pretty big, right? Enemies can also use this to their advantage, so watch your step!
Flying units, such as Falcoknights are able to move across terrain freely. It'll only take 4 Move to go across any terrain, but they are also exempt from all Terrain bonuses but Regen.
The movement cost of terrain will be indicated on an info box to the side, as well as the effects of that terrain. Speaking of effects, there's more than just defensive bonuses.
1. Move Cost - How much Move it takes to step on this tile. Infantry units typically have 20 Move.
2. Avoid - A big fat bonus to avoid for standing here.
3. Damage Reduction - Damage reduction from standing on this tile. Even works on magical attacks.
4. Accuracy Up - Increases the chance of hitting an opponent when standing on this tile.
5. Hp Regen - If a unit is standing on a tile with regen at the end of the turn, they'll heal the amount of Hp listed.
6. No Horses - Horseback units cannot cross this kind of terrain.
Formulas
Any decimal results are rounded down.
Hit = WeaponHit + (Skl x2) + (Lck/2) + Support + WeaponRankBonus - EnemyEvade
I'll mark the Hit of your weapons based on every factor but Support and EnemyEvade on your character info.
Evade = (Spd x2) + Luck + Support + Terrain
Evade and Avoid are interchangeable.
Damage = WeaponMight + Str/Mag - EnemyDef/Res
I'll mark the Damage of your weapons based on every factor but EnemyDef/Res on your character info.
Critical = WeaponCrit + (Skl/2) + Support - EnemyLck
Weapon Advantage grants Damage +1 and Hit +15. (see weapons)
Reaver Weapons increase this to Damage +2 and Hit +30.
Some enemies may use staves, which can inflict status conditions like Silence or Sleep. Their hit is calculated differently.
Hit = 30 + (Mag x5) + Skl - EnemyEvade
Evade = (Res x5) + (Distance from Enemy x2)
It takes 100 experience points to level up.
Hitting and damaging an enemy will grant 10 experience, give or take based on levels.
Hitting and defeating an enemy will grant 30 experience, give or take based on levels. Experience from dealing damage is also added.
Bosses grant 40 experience when defeated. Experience gains have a minumum of 1 and a maximum of 100 in a single battle.
Defeating a promoted enemy as an unpromoted unit increases exp gain by 20.
Defeating an unpromoted enemy as a promoted unit decreases exp gain by 20.
A single point of experience will be awarded for participating in combat, but doing nothing noteworthy. (i.e. missing, not retaliating)
Successfully stealing an item from an enemy grants 15 Experience.
Weapons
There are 8 different weapon types usable by various different classes, with melee types being the most common.
Each class is limited to a different weapon, though some promotions allow them to use a different weapon type. The main three: Swords, Axes, and Spears work in a rock-paper-scissors fashion, giving slight advantages if the correct weapon is being wielded. This is called the Weapon Triangle. Weapon advantage grants 1 more damage and 15% more hit. As expected, weapon disadvantage grants the opposite effect.
Reaver weapons are specialized melee weapons that are capable of covering their weaknesses. They'll reverse the effects of the weapon triangle, as well as doubling the effects.
All weapons have several statistics that differentiate them. Except healing staves, because they aren't weapons as much as you want them to be.
Rank - The Weapon Rank required to use this weapon.
Uses - The amount of times a weapon can be used until it breaks.
Might(Mt) - How damaging the weapon is.
Hit - How accurate the weapon is.
Crit - Added chance for an attack to deal triple damage. Most weapons have 0 Crit.
Weight(Wt) - Heaviness of the weapon. If a weapon's Wt is higher than your Con, then the difference is subtracted from your Speed during battle.
Weapon Ranks
Every weapon has a Rank required to equip it, with the weakest weapons having E-Rank and the strongest having S-Rank. Every unit has their own Weapon Ranks, which determines what weapons they can wield. In short, someone with S-Rank in swords can wield every sword.
Most starting characters will have E-Rank weapons, which can be increased by attacking weapons. Hitting an enemy grants 1 Weapon Experience, and killing an enemy grants 2 Weapon Experience.
Starting from Rank C, Weapon Ranks will add small bonuses in combat when wielding weapons in their category. All enemies are exempt from this, unless they are bosses.
Rank Requirement Swords Axes Spears, Bows, Daggers, Gemstones Staves Rank C Might +1 Hit +5 Might +1 Might/Heal +1 Rank B Might +2 Hit +10 Might +1, Hit +5 Might/Heal +1, Hit +5 Rank A Might +3 Hit +15 Might +2, Hit +5 Might/Heal +2, Hit+5 Rank S Might +3, Critical +5 Hit +15, Critical +5 Might +2, Hit +5, Critical +5 Might/Heal +2, Hit +5, Critical +5
Stats
All player classes have a mechanic affecting how powerful they can become in a certain area called Growth Rates. Whenever you level up, you don’t just gain a set number of stat points, you have a chance of gaining a point on each of your stats based on their growth rate. For example, the Warrior has a significantly higher chance to gain 1 Attack than the Thief does, but the Thief has a higher chance of gaining 1 Speed.
Health Points - How much accurate attacks you can take before being forced to withdraw.
Strength - Physical damage capabilities, reduced by enemy defense.
Magic - Magical damage capabilities, reduced by enemy resistance.
Skill - Increases your hit chance and critical.
Speed - If you have 4 more Speed than your foe, you will attack twice. Also affects evasion.
Luck - Slightly influences hit and evasion, as well as mitigating enemy criticals. Most humans have high-ish Luck.
Defense - Reduces damage from physical weapons such as Swords, Axes, Spears, Daggers, and Bows.
Resistance - Reduces damage from magical weapons such as Gemstones and Staves.
Move - The unit’s ability to cross terrain quickly. Cannot grow from levels.
Constitution - The unit’s capacity to carry heavy weapons. Cannot grow from levels.
Battle Tactics
Support - During any battle, you may have a short conversation with another player unit about any subject, establishing a Support with an ally. Support Ranks come in C, B, and A, with higher ranks being more beneficial to both units’ stats. This is what Affinity is for. Each Affinity has a different effect, which dictates the bonuses given from supports. When within three spaces of a support partner, you will gain the effects of you and your partner's affinity, multiplied by the amount of times you've had a support conversation. You can only have 5 support conversations total, and you can only establish supports with up to two allies. The Affinities are as listed:
All Supports: Crit +2.5, Crit Evade +2.5
Trade - During a battle you may request an item when standing adjacent to an ally, and if they give you said item(s) it will end your turn. If your ally does not want to give you anything then you can do a different action. You can also give items to adjacent allies, which will still end your turn. Additionally, you may switch the equipped weapon of an ally, allowing them to fight back against a specific enemy more easily on Enemy Phase.
Move and Act - Acting ends your turn, meaning that you cannot move after attacking an enemy that was adjacent to you at the start of your turn. However, cavalry units are capable of moving using their remaining Move after doing any action other than attacking.
Counterattacks - When initiating combat, against anyone with the same attack range as the attacker, the target will counterattack. (Sword users will counterattack against Spear users)
This will also apply to ranged attacks against melee units with a Javelin or Tomahawk as well.
Effectiveness - Certain weapons are capable of doing effective damage against cavalry, tripling their might against those units. Bows are also capable of dealing effective damage against the rare flying units.
Promotions - When a player character reaches Level 10, they can promote using a specific item, gaining a large boost in stats, new abilities, and possibly a mount.
A few things to note are:
-Combination classes will get different gains based on what class they promoted from. A Falcoknight will gain more Str if they were a Mage, while a Falcoknight promoted from a Cavalier would gain more Mag.
-Pure classes get a few more stat points than Combination classes.
Any personal skill can be used by anyone once. There can be no duplicates. Also, they can and probably should be renamed to suit the character better.
You don't -have- to use one of these personal skills. You can make one up if you want.
Lady Killer - Dmg +1 and Hit +10 when fighting Female units. (Male only)
Black Widow - Dmg +1 and Hit +10 when fighting Male units. (Female only)
Home Front - Atk/Def/Res +2 if within two spaces of an ally from [Birthplace].
Chivalry - Atk/Def/Res +2 if enemy has full Hp at the start of combat.
Dynamic Attack - If unit initiates combat and your first attack can defeat the enemy, it is gains +40 to Hit and Crit.
Dramatic Entrance - On the first turn of Allied Phase, Hit/Crit +99.
White Bird - Dmg +3 against Bandits and enemies from Tiernin.
Medic - Healing Items can be used on allies.
Superiority - Grants Dmg +1 and Hit +15 against enemies with the same weapon as unit. Does not work with Reaver weapons.
Exploiter - Doubles Weapon Triangle advantage, does not apply to Reaver weapons.
Mending Breeze - Restore 4 Hp after combat if unit dodged.
Skilled Boy - Hit chance cannot fall under 50%.
Tactical Sense - Spd/Skl +2 while the party is outnumbered.
Paper Muscles - While Hp is >80%, Dmg +3.
Solo - If there are no allies within 2 spaces, Crit +15.
Smart Healer - Unit can heal theirself with a staff. (Mages only)
Nothing Personnel - Walking around and enemy and melee attacking them grants Crit +15.
Prodigy - If unit's Str or Mag is less than the enemy's, it is raised to match theirs.
This Move Spikes - Hit -7, Crit +7.
Blossom - 2/3 experience gain, but stats have second chances at increasing upon leveling up.
Paragon - Double experience gain.
Daunt - Enemies within three spaces have Hit and Crit reduced by 5.
Miracle - Luck% chance of reducing lethal damage to half of current HP.
Nihil - Negates enemy's non-personal skills.
Resolve - When below half HP, Skill and Speed +4.
Gamble - Command: Halves Hit and doubles Crit.
Mercy - Command: Attacks cannot crit and leave enemies alive with at least 1 health.
Parity - Command: Negates the user and enemy's skills, terrain bonuses, and support bonuses.
Provoke - Command: Causes all enemies in attacking range to target the user.
SMITE! - Command: Shoves an ally two spaces away through any terrain, except walls.- Uhh I dunno here's some rules since we definitely need some.
-Follow the rules
-Roleplaying is best done outside of combat. If you want to use your roleplaying skills in combat, go ahead.
-You are allowed to make references to other Fire Emblem games, even if no one understands it.
-Don't disrespect your comrades. Take your turns like someone playing chess, unless you frequently scream during chess.
-Decimal numbers will be rounded down. If you don't like it then uhh
Last edited: