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Posted: Mon Nov 22, 2004 5:12 pm
Introduction
It was a time of great war, endless masses of innocents slain under the crimson moonlight. Dragons unleashing their fury upon mankind as they dared to attack their utopian world.
Paradoxaly, not so long ago, Humans and Dragons coexisted in peace. Each members of one specie learnt something to the other. Their alliance was held together by a virtuous courtesy and a solid wisdom. It lasted more than a millenia... until mankind lost reason...
Unsatisfied by their territory and Dragon brothers, they began to attack them, breaking the ancient peace. The great war followed, a war that will soon be feared as a terrible nightmare, "The Scouring".
The human agressors were lined for a crushing defeat when "They" stept forward, the legendary heroes of Elibe, led by the champion Hartmut. With their help, Humans were victorious... The Dragons were defeated and banned from the land. The heroes then separated the land of Elibe, each one of them took a part for themselves...
Time passed, the heros, mortals, passed away and new rulers took the throne... Many unsatisfied leaders with a thirst of power decided to take the land of his former friends... As a result, mankind repeated their former error, sending Elibe in yet another war, "War of the thirteen knives". In this war, economy of each factions were drawn to a dangerous state, peasants were unable to leave their home due to battles echoing day and night. Food became rare, and as people gets hungry, they may not see the difference between good and wrong...
Warlords turned around and attacked their leaders, overthrowing each one of them in a perfect "coup d'etat". The lords then signed a peace accord with the other lords; Elibe was back to an era of peace. The lords separated the lands of their former leader in small houses, and declared themselves "Marquess" of a certain region.
Yet everything was not for the best... Soldiers returned from war, economy devastated. The Marquess were unable to pay them nor give them any food to survive... Peasant dying of hunger, began to steal their neighbors to survive. Soldiers, unhappy, began to create rebel cells to try to overthrow the marquess. Also, brigands begun to roam the mountains attacking poor villages...
This my friend, is today's world... Will he evolve for the best... or for the worst... It will be up to you to decide. ----------------------------------------------------------------------------------- In Fire Emblem SOTS, you will be dragged into the very heart of Elibe 200 years after the great war that stroke humanity, the "Scouring".
For that, you will have to create your own character, with his uniques personality and statistics, and role play him in a world filled with dangers and ruled by politics. It is not the moderators, but YOU that will decide of what upcomes of Elibe... Being a Marquess, or a swordman of Sacae, up to you! Join the fun!
Generation I Intro: Tutorial Run
This is the story of a young Lord named Finn.
Not so long ago, a perfectly gorgeous noble Etrurian woman passed through the Ostian region to get to Santharuz where a large part of her family resided. As she walked past the royal castle, the marquess there invited the woman and her companions to rest at the castle for the night, since a bad storm was coming by. That is when she met the young son of the Marquess, just about her age.
Of course, love struck the hearts of the two young nobles.
But the Etrurians were Ostia's the worst enemy in the "Thirteen Knives War." One of them resting at the royal palace made the citizens anxious. Some days passed and the time came for her to leave, yet without knowing it, she bore the son of the young lord. Finn was born in Santharuz but too soon enough, Etruria declared war on Lycia, and Etrurians were to be exiled back to their native country immediately.
After years of fierce war, Etruria asked Lycia to stop the fights, but Ostia mysteriously refused, creating quite a shock in the Etrurian society. That day, Finn learnt the truth about his bloodline and immediatly set off on a quest with his best friend Syvern.
If he could get to Ostia, he was sure he could talk peace out of his father.
That is what he thought, but this was only the starting point... A simple beginning.
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Posted: Mon Nov 22, 2004 5:16 pm
TIMELINE
BS//AS=Before Scouring // After Scouring
(+- 40 years BS):Humans declares war on the Dragons of Elibe. The great war "The Scouring" followed: Heavy losses on the human side until the heroes arrive. The Dragons, defeated, were exiled from the realm.
(+-0 AS): Sage Cysius Solais begins keeping track of the history of Elibe, which will open the path for all historians ahead.
(85 AS):Beginning of the "Thirtheen knives war", massive war humans against humans due to the unfair way the frontiers were placed. It lasted until most of the region's economy was destroyed and the people began to question monarchy.
(101 AS): Rebellion of the military and the citizens against their leaders. The War Lords slaughter their former leaders and split the king's territory into regions, naming themselves Marquess. The Lord system is still working even today. Bern was unaffected by this rebellion.
(103 AS): Signature of a peace treaty by the Marquesses. End of the "Thirteen knives war".
--SOTS:Generation I--
(121 AS) : Destruction of the holy cathedral of St Elimine by mercenaries wearing Ostian war outfit. The fault is put on Lycia, but they refuse to pay the cost of repairation. On the 121th year of the land, Etruria declares war on Lycia for attacking their sacred land.
(128 AS) : Etruria discovers that the sabotage was not made by Ostia, but by mercenaries hired from an unknown mastermind. Etruria ask for peace, but Ostia refuses to cease the attacks.
(132 AS) : Invention of the balista: A large bow that allow experienced archers to shoot arows at a long distance
Prologue
(139 AS) Young Noble Finn,Syvern and Rayna leave Etruria traveling South along the mountain range in order to find a path into Lycia. Due to the war, gates between the two factions we're locked and any Etrurian boat getting in Lycian water were being attacked. Lord Finn's goal is to reach Ostia and ask his Father, Marquess Ostia, to cease the war.
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Posted: Mon Nov 22, 2004 5:17 pm
Character Creation
LOCKED CLASSES: -MERCENARY-KNIGHT-MYRMIDON-MAGE-MAGE-ARCHER-THIEF ---------------------------------------------------------------------- You come back to your senses, eyes still half closed as you are still trying to make the difference between the darnkess and the light. What surround you is an hall, every move you produce creates a sound that echoes in this ancient hall. It takes some time before you notice a human form not far from you, on the top of a ebony pilar. He holds within his hand a golden book. His voice begins to speak to you...
Guide: Son of a god, I pray you made a fair travel. You must surely be aware of the situation, on the main land of Elibe. By the decision of the council, you will be made flesh, given a human memory and will be sent into the world of mankind, where you must attempt to change Elibe. But this isn't a task made so easily. It is here that you will decide the characteristics of your avatar. I see you are prepared, let us begin. ---------------------------------------------------------------------- -STEP1[ LOCATIONS
Guide:It is here my friend that you will decide where did your avater grow up, and where does he still lives today. Why is it important you ask me? Each nations in the land have a speciality in a certain class, and some other bonuses. You MUST pick one of these houses.
Please note that most of the houses (Beside Ostia) do not have any Marquess for the moment. It will be run by a moderator until a player takes his place. A player that wish to be a marquess must PM me (March) with the name of 3 other persons (one Loyal knight and 2 town people) He must also be ready to be given a situation and to roleplay in accordance. Marquesses organize RPs in his region, lead the region politicaly also. His decisions have a LARGE influance, so I won't allow just anyone to take the place of Marquess. Also, a marquess is restricted to the class LORD, no more no less. If you are not satisfied with the currently available houses, you may create your own. Follow the same rules but include the house's name, aproximative location, a reasonable bonus and the history of the region.
The Kingdom of Bern Located in the Southeast of Elibe, Bern is surrounded by high mountains making it extremely well defended. It was founded by the Hero Hartmut and Bern is well known for its legendary military might but they rarely act aggressive. It is rare that people from other places of Elibe are accepted within Bern's frontier, but it is not impossible. Politic: Bern's "coup d'etat" was a failure, but the king, seeing his lord unsatifaction, accepted to give them regions if they give their oath of loyalty to him. The king of Bern (located in the capital "Bern"), leads all of the territory, and marquesses must obey and respect him.
Known houses: Bern(Being an incredible fortress, enemies have a -10 TO HIT. Also, characters starting in Bern as Wyvern Raiders gains a point of bonus they may add to their stats distribution.
The Flawless Etruria Not a lot is known about Etruria. But the best artisans and mages come from this beautiful nation, those views of paradise. It was founded by St. Elimine and her sacred name flourished in the marvelous towns of Etruria. As with Bern, some people might not be accepted within Etruria's frontier.
Known houses:Reglay (mysterious area that is renowed for their exceptional mages.A house owned primarily of those strong in the ways of anima magic. Characters starting in Reglay as a mage may add a bonus point to their stats distribution.
Created House:Elimine House founded in the honor of the great priestess. Users of Dark magics have their MATK down by 50% in this region. Also, characters starting in Elimine as a monk or a cleric may add a bonus point to their stats distribution.
The Plains of Sacae Ever-green plains as far as sight can see gives home to the nomads of the Sacae. Rich people often see them as wild people, but the nomads have an incredible culture and sense of honor. Never would one of them lie. Sadly, these tribes are often attacked by Bandits who kill children without a second thought. Sacae was founded by Hanon, the Nomadic Trooper. Politic: Sacae does not have many houses, but exceed in a larger number of tribes. Not more then 3 houses will be accepted in Sacae.First character of the tribe to get to level 10 is the chief. Characters starting in tribes as nomads may add another upgrade point to their stats distribution. (Nomads live in tents and huts and travel to follow their preys).
Known Houses: BulgarOne of the rare villages of Sacae, they are known for their great exotic merchandise. People of the Sacae (Nomad, Nomadic Troopers, Myrmidions and Swordmasters) have a 30% evastion bonus when fighting in their city or tribe. Also, characters starting in Bulgars as Myrmidions may add a bonus point to their stats distribution.
The Great IliaFounded by the knight Barigan, Ilia houses the renowned Knights of Ilia and their Pegasus Knights. Up in their corners, people do not often visit Ilia since there's not much to see except for the magical creatures living in the great forests. Usually, people travel away from Ilia, and it is a shame that no one wishes to take a look at its beauty.
Known Houses:none
Created houses: FalconiaCapital of Ilia, it gives shelter to the legendary knights of Ilia. Pegasus Knights and Falco Knights may add a +5 to all their stats when fighing near Falconia. Also, characters starting in Falconia as a Pegasus Knight may add a bonus point to their stats distribution.
The Western islands. Three islands completely set apart from Elibe house the great warrior clan created by the berserker Durban. Nothing much is known about the islands, so won't accept villages in the Western Isles, Only one clan of nomads. First one to get to level 10 is the chief. The islands have mostly mountains and forests upon them.
Warrior Clan:Clan known for housing the finest warriors of Elibe.Fighters, Pirates, Berserkers and Warriors have a 30% increase to their hit rate when fighting in the Western Isles. Also, Characters starting in the Warrior Clan as a Fighter or Pirate may add a bonus point to their stats distribution.
The wastelands of NabataNot one soul would dare to live in this place. Nabata Wasteland will be used for characters who wish to train to strengthen up or for organized quests.(PM me for more info)Any character who uses magic (Excluding Valkeries) can move freely within the Nabata desert. All other classes' movements are reduced by half. (Side note- If you're a horse-riding class, your movement is is restricted by 2 thirds.)
The Eternal LyciaThe heart of Elibe, Lycia is the most famous part of the land, a crossroad between all the arts and custom creating a territory of pleasure and strenght. Rich people dance on the streets, ancient knowledges taught in universities. Peoples with the most political influances are often found in Lycia.
Known Houses: PheraeA house famous for being unharming and peaceful. They remained neutral in the "Thirteen knives war" thus remained economicaly and politicaly strong. They always try to find a solution before coming up to arms. Characters starting in Pherae as an archer may add a bonus point to their stats distribution.
Ostia A house known for being a gateway between Lycia and their rivals, Etruria. They participated strongly in the "Thirteen Knives War" and were mostly victorious, thus became of great influance to the rest of Lycia. Ostia is known for being the capital of Lycia, and has alot of political influance. Characters starting in Ostia as Knights may add another point to their stats distribution.
Caelin Caelin is respected as a loyal and thrustworthy house. Being close allies to Ostia and Pherae, they might not jump to combat right away, but will not accept to be laughed at. Caelin is famous for their honorable Cavaliers and their soft courtesy. Characters starting in Caelin as a Cavalier may add a bonus point to their stats distribution.
Laus Laus was the region that was the most touched by the war. Thus from then, it was ruled by anger. Highly agressive and power thirsty, Laus is still a place of great beauty, but it hides his own sins. Having almost no soldiers left, they mostly hire mercenaries to keep the law, making it sometimes corrupted. Characters starting in Laus as Mercenaries may add a bonus point to their stats distribution.
Santharuz Santharuz's first goal, as soon as the region was founded, was to create an artistic utopia by copying the Etrurian Style. The result is delicious to the eyes. Streets of marble and rich nobles often hang out in Santharuz. Known for their unresistable wines, flashing clothes and incredible art, Santharuz is a region giving all its meaning to "Carpe Diem". Characters starting in Santharuz as a Bard or Dancer may add a bonus point to their stats distribution.
Kathelet Kathelet was once the strongest region of Lycia. When hearing about the upcoming of the war, the lord fortified the town with thick walls and ran in the war head down. Yet it was there its greatest error. Kathelet was grandly touched by it and the lord kept all the money for himself before he died. Members of the high class of the society is rich, but the town folks are poor and the law is uneffective. Meaning alot of thieves starting to lurk around. Characters starting in Kathelet as thieves may add a bonus point to their stats distribution.
The mysterious Dread Island Not alot is known about the Dread Island as only a few dared to visit this dangerous place. It is said the evil Dark Sorcerers summon demons and other foul creature on this island, yet this is but a rumor.
Known Houses: Valor: A hidden village that appears to only to certain traveler under a very specificic circumstances. It is said to be built over the ruins of an ancient civilisation master of Dark Magics. Characters starting in Valor as a Shaman may add a bonus point to their stats distribution. Also, the dark magic reduces Light Magick users MGK stats by 50% in Valor.
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Posted: Mon Nov 22, 2004 5:20 pm
-Step2ClassesGuide:Now that you decided where to learn, it is time to decide the path your avatar took in life. His fighting style and technique is important. Please choose one of the classes.Stats Definition <3STR/MGK: Indicate the power of your attacks and magick. Is also increased by weapons. HP:Stands for "Health Points". Each time you take dmg, HP decrease. If HP reach Zero, your character dies. SKL:Affect if your character Hit or miss the target. SPD:Affect how well you can dodge enemie attacks LUC:Affects many little things, but mainly is a dodge against Crit.attack DEF:The resistence of your character to Physical attacks RES:The resistence of your character to Magickal attacksMOV:This modify how well you may move on the battlefield CON:The higher is the number, the harder it is for someone to take you out of trouble RSC:If RSC is higher than another character's CON, he may take damages at his place.Primary statsSecondary stats Lords To be a lord, you must be marquess or son/daughter of a marquess (note that you can't be a son/daughter of a marquess when just starting the game. Only if the marquess as a child in game will he might allow you to play his child). There are three types of lords :The speed lord, the tough lord and of course the balanced lord. You may choose between those three types and decide if his weapon is a Sword, an Axe or a Spear. Balanced Lord Speed Lord HP:18/STR:5/ HP:16/STR:4/ SKL:5/SPD:7/ SKL:7/SPD:9/ LUC:7/DEF:5/ LUC:5/DEF:2/ RES:0/MOV:5/ RES:0/MOV:5/ CON:7/RSC:6/ CON:5/RSC:4/ Tough Lord HP:19/STR:7/ SKL:4/SPD:5/ LUC:3/DEF:8/ RES:0/MOV:5 CON:13/RSC:12/ Key Stats: Marquesses should know what is important for their character. thus they may decide 4 key stats for their character. CavalierThe Cavalier is rather a staple in a party. They are good all around fighters but what make them stronger is the fact that they are mounted allowing them to move fast and even allow an attack/ retreat tactic. However, if a Cavalier is separated from his horse somehow, his stats are halved. They may use Swords and Spears. Starting Stats: HP 20/STR:6/ SKL:6/SPD:7/ LUC:2/DEF:5/ RES:1/MOV:7/ CON:9/RSC:16/ Key Stats: HP, SKL, SPD,STR Upgrades to: Cavalier>>> Paladin with Knight Crest. Archer!!LOCKED!!Rather Fast characters that may attack from a distance. They CAN'T do melee attacks (Beside maybe punches) but have a special training to see through things (walls etc.). Archers are made to fight in a pair or in a party and are rather useless all alone. But they are an extremly useful back up. They use Bows (Duh!) and can operate a Ballista. Starting Stats: HP:19/STR:5/ SKL:5/SPD:5/ LUC:6/DEF:5/ RES:0/MOV:5/ CON:6/RSC:5/ Key Stats: STR,SKL,SPD,LUC Upgrades to: Archer>>> Sniper with Orion's Bolt Thief!!LOCKED!!People who wish to have an extremly fast character should go for thief. They do are fast but their attack when they start is pathetic. An interesting skill is that they may snatch a Random item from someone when they do a critical attack against them (Tehehe! Yes even from other players). They may also lock pick a great variety of things. When they start off, they are not great but just wait t'ill higher level, they become excessivly strong... Too strong for their speed. They use Swords. Starting stats: HP:17/STR:4/ SKL:4/SPD:11/ LUC:2/DEF:3/ RES:0/MOV:6/ CON:7/RSC:6/ Key Stats: SPD,LUC, SKL Upgrade to: Thief>>> Assassin with Fell Contract Knight!!LOCKED!!Nicknamed "Mobile walls", Knights are heavily armored characters with extremly high DEF and HP. Their attack is still decent but you can guess that the heavy armor makes them slow. But their DEF is almost godlike, some people could not even harm them. They use Spears. Starting stats: HP:20/STR:7/ SKL:4/SPD:3/ LUC:4/DEF:11/ RES:0/MOV:4/ CON:14/RSC:13/ Key Stats: HP, DEF, STR Handicap:SPD Upgrade to: Knight>>> General with Knight's crest Myrmidion!!LOCKED!!Using the sword fighting style of the Sacae plains, the Myrmidion relies on his skills with a sword and his speed to take down his foe. His really great speed and skill stats makes him hard to hit and he almost never miss his target. His attack is quite decent and his luck increase with time, making him do Critical hits more often than other characters. But on the other side of the medal, the Myrmidion have a really low DEF making him quite fragile until his speed is high enough(He'd die in two or three hits). People with alot of Luck should try out the Myrmidion. Myrmidions use Swords. Starting stats: HP:19/ STR:4/ SKL:10/SPD:10/ LUC:5/DEF:4/ RES:0/MOV:5/ CON:5/RSC:4/ Key Stats: SKL, SPDx2, HP,LUC Handicap: RES Upgrade to: Myrmidion>>> Sword Master with Hero's crest Mercenary!LOCKED!Mercenaries are good all around fighters. Their speed and def is higher than those of Fighter, but their Strenght and HP is slightly lower. They stay good balanced characters until the end. He lacks in Magic resistance tho and his Def is also lower than average. But they remain good all around characters. They use Swords. Starting stats: HP:21/ STR:6/ SKL:9/SPD:9/ LUC:2/DEF:4/ RES:0/MOV:5/ CON:8/RSC:7/ Key stats:HP, STR, SKL,SPD Handicap:RES Upgrades to: Mercenary>>> Hero with Hero's crest Shaman!!LOCKED!!Users of Ancient magick drawing its power from darkness, Shamans are dangerous mages. Casting Dark Magic (like Drain, Demi or simply high damage spells), they are quite strong.They have good HP, MGK attack, MGK Resistance and Skills and decent speed. Unfortunatly, Defense and Luck are not really great and they are more affected by melee attacks than normal mages.They use Books of Dark Magic. Starting Stats: HP:15/MGK:5/ SKL:4/SPD:5/ LUC:6/DEF:5/ RES:6/MOV:5/ CON:7/RSC:6/ Key Stats:HP, MGK, SKL, RES Handicap: SPD Upgrades to: Shaman>>> Druid with Guiding ring >> ArchDruid with (??) Mage!!LOCKED!!Your typical magick users, Mages uses magic offensive spells to wreak havoc on their oponent. As always, mages have High damage capabilities, may attack from a distance as well as in melee, but they are weak in close combat. Mages are to be feared. They have weaker attack than Shamans, but their skills is more balanced than them. They use books of anima magick. Starting Stats: HP:17/MGK:5/ SKL:6/SPD:7/ LUC:3/DEF:2/ RES:4/MOV:5/ CON:5/RSC:4/ Key Stats:HP,SKL,SPD,MGK Handicap: DEF Upgrades to: Mage>>> Sage with Guiding ring >>> ArchSage with (??) ClericWell the cleric is, simply put, a healer. They have weak physical stats, but may heal a character if she is near it. They can also use a variety of Staves that inflict Status ailments to enemies. The Cleric won't be able to attack until he is upgraded, but he will be accepted in almost any groups of travelers. Clerics use Staves. Starting Stats: HP: 17/ MGK: 2/ SKL: 5/SPD: 8/ LUC:6/DEF:2/ RES:5/MOV:5/ CON:4/RSC:3/ Key stats:RES,MGK,SPD,LUC Handicap biggrin EF Upgrades to: Cleric>>> Bishop with Guiding Ring MonkMALE ONLY.Monks are practicer of holy magic sent from St Elimine. Their Faith make them powerful foes as they can easily devastate Shamans with their Light magick. Their physical Defense is incredibly low tho, so he often need back up. But you can always rely on his high Speed and Skill for going Solo. They also have great Magick Resistance. Monks uses books of holy magick. Starting Stats: HP:17/MGK:6/ SKL:5/ SPD:8/ LUC:2/DEF:1/ RES:6/MOV:5/ CON:6/RSC:5/ Key Stats: MGK, SKL,SPD,RES Handicap biggrin EF Upgrades to: Monk>>> Bishop with guiding ring NomadComing from the ancient culture of the Sacae plains, nomads are said to be one with their horse. They eat, sleep and even give birth on their horses. Nomads are actually mounted archers. They are quicker and more skillful than archers but can't man Balistas and will end up doing less damage than them. But once the Nomad become a Nomadic Trooper, he may also use swords, which makes him quite useful. Nomads use bows Starting Stats: HP:17/STR:5/ SKL:6/ SPD:6/ LUC:5 / DEF:7/ RES:2/MOV:7/ CON:7/ RSC:18/ Key Stats: HP, STR,SKL,SPD Handicap biggrin EF Upgrades to: Nomad>>> Nomadic Trooper with Orion's bolt Wyvern RiderFeared by almost every humans, the Wyvern Riders are warriors skilled in fighting mounted on a Dragon. They may Fly high over obstacles just like Pegasus Knights but they are slightly slowers but stronger. Coming mostly from Bern, Wyvern Riders are Extremly weak against magic and arrows from archers and nomads. Wyvern Riders uses spear to destroy their foes. Starting Stats: HP:21/STR:6/ SKL:5/ SPD:5/ LUC:7/DEF:6/ RES:1/MOV:7/ CON:9/RSC:16/ Keystats: HP,STR,SKL,DEF Handicap:LUC, RES Upgrades to: Wyvern Rider>>> Wyvern lord with Sky Whip PirateArrr! Matey! Pirates are kings of the sea. This character is able to swim in the water like a fish without any problem. They are pretty much another version of the Warrior. While the warrior have better skills but fewer Speed, the pirate has more speed but less skills. The pirate is a good axe wielder. Starting Stats: HP:26/STR:7/ SKL:7/SPD:6/ LUC:3/DEF:6/ RES:1/MOV:5/ CON:10/RSC:9/ Key Stats:HP, STR,SPD,RES Handicap:LUC
Upgrades to: Pirate>>> Berserker with Ocean Seal
 Fighter Most of them coming from the Warrior Clan, Fighters are also townsfolks who pick their axe and goes to fight for their cause. Fighters are pretty much like pirates but they have higher skill and fewer Speed. It is important for them to have excessivly high HP as their low speed makes them often get hit, and they loose lots of HP. But their fighting abilities and the Warrior upgrade is definitivly worth it. Fighters use Axes. Pros:-Strong melee characters that can persist on their own Cons:-Weak RES and Speed.
Starting Stats: HP:27/STR:7/ SKL:7/ SPD:6/ LUC:3/DEF:3/ RES:0/MOV:5/ CON:14/RSC:13/
KeyStats: HP,STR,SKL, DEF Handicap:RES,
Upgrades to: Fighter>>> Warrior with Hero's Crest
 Troubadour Troubadours are infact weaker clerics. But their positive point is that they are mounted on horses making them move quite faster. Also, after the upgrade, They can use Elemental magicks just like mages. They have low Defense and HP so it is important to keep the troubadour out of harm's way. Troubadours use staves.
Starting Stats: HP:15/ MGK:6/ SKL:6/ SPD:7/ LUC:7/DEF:3/ RES:6/MOV:7/ CON:4/RSC:16/
Key Stats:LUC,RES,SKL,MGK Handicap biggrin EF
Upgrades to: Troubadour>>Valkyrie with Guiding Ring
 Pegasus Knight FEMALES ONLY.Ilia's Famed flying knights, Pegasus Knights are given rare winged horse so they can travel over obstacles and strike swiftly. They are weaker in attack and Defense than their cousin, the Wyvern Riders but they have more speed and skills. They also have high magic resistance but they are weak agains arrows. Only those with good hearts may mount a Pegasus. Pegasus Knights uses Spears.
Starting stats: HP:17/STR:5/ SKL:7/SPD:9/ LUC:7/DEF:4/ RES:4/MOV:7/ CON:4/RSC:16/
Key Stats: HP, SKL,SPD,RES Handicap biggrin EF
Upgrades to razz egasus Knight>>> Falco Knight with Sky whip
 Bard MALE ONLY.Ok now players that are used to the game will say "why the hell is he puttin the bard in there?!" But I will use the FE4 (Snes) Bard here for Fire Emblem:SOTS. Bards may skip their turn to allow a character close to him to attack twice. Also, they may use Anima (elemental) magick to defend themselves. Their Magic ability is not as strong as the mage's, but the Music ability is a great plus. Bards use Charms and books of Anima Magicks.(PLease note that Bards may not use A class Anima books)
Starting Stats: HP:17/MGK:4/ SKL:5/ SPD:8/ LUC:4/ DEF:1/ RES:3/MOV:5/ CON:5/RSC:4/
Key Stats: SPD,LUC,HP,MGK Handicap biggrin EF
 Dancer FEMALE ONLY.Same as Bard, I'll use the Dancer from FE4. Dancers have the same abilities than the bard, but instead of using Magick, they use swords. They have good speed and skill, less than Myrmidions tho. But they may skip their turn to allow another character in their party to attack twice. Dancers uses Charms and Swords..
Starting Stats: HP:17/STR: 5/ SKL:8/SPD:8/ LUC:5/DEF:5/ RES:0/MOV:5/ CON:5/RSC:4/
Key Stats:SKL,SPD,LUC,HP Handicap:RES
To be added are the class of TACTICIAN and MERCHANT, but they still need to be worked on a little bit.
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Posted: Mon Nov 22, 2004 5:21 pm
-Step3 Stats
Guide:Now is the most important part of the character creation. You must decide of the initial capabilities of your character, and the way they will get tougher throughout their life.
Okay March's speaking ^^;. Now is the capital part of the creation. Mess up here, and your character could die the first day. First of all, you must take down on a piece of paper the starting stats of the class you chose, its key stats and its handicap stats. The keystats are the stats that are the most importent to the class during the game, don't decrease them much.
First of all, you are allowed to move 5 points in your primary stats (all stats except MOV,RSC and CON). as an example, move 3 points from STR to SPD then 2 points from HP to SKL, and your done. Get it?
This does not change your character alot, but it gives him his own, unique stats.
Secondly is your stats growth rate. In Fire Emblem, stats increase at level up depending on a certain rate. Each primary stats is graded by a letter going from A to F. The closer you are to the letter A, the more chance you have that this stat will increase with a level up.
You get it, Characters with exactly the same stats and growth rate will end up completly different.
Now to begin: each one of your primary stats starts off with the grade C, which is the basic. Now look at your key stats: you may increase all your key stats to the grade B. Now once this is done, you may move around with 3 points just as you did with the starting stats. As an example make a C graded STR D to make a B graded SKL A.
Also take check the handicap of your character. the stats that is stated in handicap automaticaly obtains the grade F and cannot be increased. But for each stats stated in handicap, you gain a point to spend somewhere else
Also, remember the distribution point bonus you might have gained if you selected the correct location? Well if you do have the bonus, you gain an additional point to distribute in your growth rate.
That's it folks!
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Posted: Mon Nov 22, 2004 5:23 pm
-Step4 Necessary Info
Guide: Now is the time to take an identity, the identity you will use in the mortal worlds and that you will gain the memories off, loosing the knowledge of being a god. Please answer these question.
Character Name (or Nickname) -Age -Gender(won't modifiy stats) -Introduction (Small quote or some words that you think suits your character. It could be find in the game by pressing the R button and checking a character's name. EX.: Lyn, a young girl of the Sorca tribe. Stouthearted and Kind) -Birth Month (This will make your affinity (element) vary) -Birthplace (please write it. Please note its the birthplace IN Elibe).
To submit your character to the game, please read the rules and procedures post first and you will find within it the procedure to send your aplication.
Guide: The final step is completed... be prepared son of a good as your journey won't be easy. But I trust you will use good judgement. I wish you good luck.... In Elibe!.
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Posted: Mon Nov 22, 2004 5:26 pm
Rules and ProceduresHere is found the official rules and recsources of Fire Emblem: Shadow of the Scouring. Reading it is an obligation and everyone must follow it at all cost so we can be able to have a good time without OOC fights. o.o; and hum... Have fun ^^;? Near the end is the procedures to create your character. After you send it, and we accept it: It's all official. Also, don't panic about the map! It's coming really soon thanks to Tubias!--------------------------------------------------------------------------------- Part 1Role Play rulesAs you all know, SOTS will be a RolePlay game after all. And every RolePlays need rules and regulations so it doesn't turn into a major confusion party. Please take note that those rules apply to the whole game, but the procedures will be slightly different during Main Quest event. Keep in mind that the game won't be ALL about the Main Quest (If by example, a character which is important in the quest is offline, the group can't proceed to the next chapter). Explaination of the Main Quest have its own section. What is RolePlay?RolePlay is first of all, nothing more than a game: en entertainment. Yet other people (such as me) take it more seriously, it depends on your vision of the thing. RolePlay is just like an association of writers all teaming up to write a story. Yet you may only write the part concerning your own character. RolePlay is the art of hearing, feeling and reacting the way your character would, not how YOU would. RP is limitless, you may do everything your character would normaly be able to do only by writing actions and thoughts. If you can make the difference between yourself as the player, and your character's point of view, then you will be able to RP just fine. Basics(*)-First of all, please be aware of the world you are in. It is easily done by reading the Intro/Story thread and the character creation thread. Don't go talking about a King in Lycia or the Pegasus Knights of Etruria. (*)-KNOW your limits. You mat not "guess" that an assassin is hiding somewhere because you pretend to have heard a footstep or something. Remember that you as the player know -much- more than your character, and you must remember that your character and yourself are two different beings. (*)-Do not make an action upon someone without him accepting the action. This is called "Twinking" and is highly irritating. What I mean by twinking is: Quote: *SezzyDuD3 walks to Finn and slaps him* That is unacceptable. The good way is: Quote: *Thomas walks to Finn, a teasingly --attempts-- to slap him see the "attempts". I mean, being slapped without having a single chance to defend yourself is seriously a pain. Please >attempt,try,close in< actions on others, don't DO them. (*)-Remember that your in a fantasy world set in the past ages. Electricity doesn't exist. So there are no cell phones (duh). Seriously. I mean, people sometimes joke with those in your post, but I want the RP to remain serious as much as possible, please. Also, No pizza no coke either. Also, the Fire Emblem world is fantastic indeed, but not cartoonish. I mean don't go jumping around, bite other people and goof like a kid. Try to keep a certain seriousness. (*)Keep all OOC (see important terms) discussion to PM only. If you must -really- warn everyone of something happening to you IRL, put it inside brackets ( ) [ ] . (*)Please remember that this game takes place about 600 years before Rekka no Ken... (*)Please keep everything PG-13. Which means: keep the cursing to a minimum (Blast! would say Hector). Also, it is possible to have childs, but the explicit dogy-style sex scene isn't really required for having one. (*) and most of all... Stay in character at all cost! Don't start to say "Heal me I got 1 HP left" But make your character cough out blood or collapse. Important termsRP=Obviously "Role Play" IC= "In Character" kind of explicit: Means while playing your character. OOC="Out of Character" Means you as the player, when not playing your character. Twink= Means doing actions on other instantly, without leaving them the chance to defend. GodMod= I think it's from the game quick "GodMode" which means invincible, untouchable. IRL="In real life" Means happening out of the game world. PC="Player Characters" Means characters controlled by players (you guyz) NPC="Non-Player Characters" Characters controlled by the mods. Post organization To make sure there are no confusion and no -power- post (You go drink a glass of water and you need to return 4 pages backward to see what happened), the game's going to be separated into 4 threads, and to each one of them there will be a High Ministrel assigned to it. Here goes: 1st thread includes all of the Lycia region. It is taken care of by March Mutsuyama 2nd thread includes The Sacae region and the Kingdom of bern. JDI's in charge. 3rd thread includes The Ilia region and the three warrior clan islands. Lady Lyndis's the queen ^^; 4th thread includes The Etrurian region and the Nabata desert. Yoshi's uber sexyness's taking care of this. Please post in the adequate thread, depending of the position of your character. (refer to the map if your not sure of the region your in). Another importent rule: Please include (at the beginning of your post) your current location. It will avoid alot of confusion. What I mean by location is: Current House/ specific location. Ex (Lycia/ an Inn). You don't need to put it up at -every- posts, but once in a while (each 10 posts or so.) Yet another importent rule: Also if there is an ongoing RP in your current region, and that you do not wish to join it and start your own, please type 2nd RP infront of your current location indication.
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Posted: Mon Nov 22, 2004 5:27 pm
Part 2Battle SystemAn important part Fire Emblem is its Battle System. Of course, to fit a massive roleplay such as this, it had to be lightly altered. Types of battlesFights may occur at anytime. If a character draw a sword at you, or the opposite, a fight could occur. And that's where the stats system comes into play. But first of all, here are the battle types: Practice Battle: This is a battle that isn't real. Only for training, or if both characters are afraid to die. Of course, the looser of the battle won't loose his character, and the winner will only get 30% the exp he should get. And of course, no item award. The attacker decides if the battle is a practice or a real one. It is IMPORTANT to state it right as you begin the fight. If one of the character is 5 levels highers than another, then the battle is automaticaly a Practice Battle. Melee Battle: This battle occurs when there are 6 characters or less fighting. Each one of the characters takes turn attacking the enemy target of their choice. Those fights are for real. Loosers die and loose their characters. Tactical Battle: When there are more than 6 characters fighting, a gridded map will be provided and everyone will take turns moving and fighting, exactly like in the original Fire Emblem games. This fight is for real, loosers loose their characters. Chapter Battle: A tactical battle that is part of a chapter of the main quest. Those battles have a great influance on the rest of the game. Those battles are also for real. Event Battle: Event battles are usualy mini-games organized by the mods in order to win prizes. They rarely are for real. Arena Battle: Compete for some EXP and some gold for some easy levels. You can't die in Arena Battles, but you have to pay to enter. Battle mecanismOkay, it's cool to know types of battles and all. But how can we actualy fight? Its quite simple actualy. When your about to start a fight, you must PM an online ministrel that will simulate the battle for you (no worries, he will NOT cheat). Of course, as it is in Fire Emblem, most of the raw mecanism and calculations of battles are hidden to the player, so most of it will only be taught to ministrels. But we use the official stats system, so you can always find them on your own (heh). Here are how fights works(non-tactical fights): First of all, that attacker usualy starts. If both attacked at the same time, then the character with the most speed will have the first strike. The first character attacks (Remember that each time you attack, your weapon looses a durability point. 0 durability point means your weapon is lost), then the other counter attacks and thats the end of the -round- (unless your character may attack twice). A round, if we take the official FE games as an example, are from the time you begin the battle to the time it returns to the tactical map. Between each rounds, the ministrel will pause, allowing both characters to RP a little, and take some decisions. you MAY change weapons between rounds. you MAY use recovery items between rounds and you MAY attempt to Run away between rounds. Also remember that the character which is winning can always spare the loosing character's life between rounds, and stop the fight, leaving the other badly injured. For Tactical fights: Proceed the same way, contact a ministrel, he will have a large archives of map. He'll simply upload them and put the icons. The Party with the highest sum of Speed will see their turn come first. Everything will work exactly like in the GBA game. You may advance a number of squares depending on your MOV stat. Important battle termsTOHIT: The chance you have of actualy hitting your target. < >. You may add a +5 bonus if the mastery of the equiped weapon is S.
Attack Speed/Lightness: Affect Avoid. Also, if you have 5 more points of Attack Speed than your enemy, you will attack twice in one round. If you have a Brave weapon equiped, you will attack 4 times. <>
Avoid: The chance you have to evade an enemy attack. <>
Attack: The power of your attacks. <>
Weapon Triangle Any Fire Emblem players should know this by heart:
Axe bests Lance Lance bests Sword Sword bests Axe
Light bests Darkness Darkness bests Anima Anima bests Light
Winning the Weapon triangle gives you a +15 bonus to your Evade/ToHIT while loosing it makes you loose 15 Evade/ToHit.
Critical hit The uber ultimate attack. I think everyone know what that does o.O; . <>.
Flee: New to FE, ability to escape the battle/battlefield when things gets too tough for you. You can do this between rounds (Melee fights) or at your turn (Tactical fights). If you succeed, you loose 30 exp and some gold. If you fail, you skip an attack this round. <>
Support Conversation
The essence of Fire Emblem gotta be the Support Conversation. Fighting together with friends have its bonuses. You are allowed 20 Support Level ups through your character's life, spend them wisely. A rank A with a person of the opposite sex usualy brings Love, and unlock the possibility of having a children with the other person. To gain support exp, simply fight alongside a person you like, talk with them a little during battles, talk about battles with them (for little exp) and a ministrel might give you a support level up with the person. Prepare special conversations when you gain a Support level up XD, follow the tradition.
Leveling Up
The good part of the battle gotta be the exp that comes with it. Keep in mind that you do not decide the stats that will rise, it will all depend on the growth rate you gave us at character creation. Here's how leveling works. After a round, the player that did the most damage is the Victorious character. If the enemy is still alive:
Exp gained after a victorious round: 2 EXP if the opponent was lower of 5 level or more than your character. 4 EXP if he was lower by 3-4 levels 5 EXP if he was lower by 1-2 levels 7 EXP if he was the Same level 10EXP if he was higher by 1-2 levels 12 EXP if he was higher by 3-4 levels 20 EXP if he was higher by 5 levels or more -The character that lost the round gets only 1 EXP -If both characters did the same damage, both are victorious.
Now, if you take down your opponent, the gain is different:
Exp gained after successfully taking down the opponent 4 EXP if the opponent was lower of 5 level or more than your character. 8 EXP if he was lower by 3-4 levels 15 EXP if he was lower by 1-2 levels 30 EXP if he was the Same level 60EXP if he was higher by 1-2 levels 80 EXP if he was higher by 3-4 levels 100 EXP if he was higher by 5 levels or more Automatic level up after defeating a Boss.
Of course, you gain a level as soon as you have 100 exp.The Ministrels keeps track of your exp, do not worry. If you level up, they will warn you and give you your new stats
Rescue If your close to a character, and that your RSC stat is higher than his CON stat, you may take his place, removing him from harm and taking the damages at his place. The Rescued characters cannot act until the rescuing character let go of the rescue. Of course, you may only rescue ally characters.
Party Forming little groups is important for traveling around. Remember that all party that contains more than 5 people must have a leader. To be a leader, you must be a level 1 Lord or level 5 of any other classes.
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Posted: Mon Nov 22, 2004 5:28 pm
Part 3 Secondary Stuff
Arenas
Arenas are a place where you can make practice battles against an NPC. But you do not gain only 30%, but the whole amount. Yet you need to pay to enter the Arena. If you loose, you will be left with 1 HP. PM a ministrel and say you attempt an Arena Challenge (you must be in a village to do so). If you are victorious, you will gain an Arena Rank level up, which means your next opponent will be much tougher. And if by pure luck you win again, the next one will be even stronger which means, you'll end up being beaten anyway. So you can't just level up to level 20 at the arena.
Traveling
Now now, other important thing is traveling across the land. Everything travel-wise is made by looking at the world map. See those lines that goes from towns to towns? Those are the roads. The blue numbers over them are the "Travel Time", the green number right next to it is the "Offroad Travel A Time" and the yellow number is the "Offroad Travel B time". Keep in mind that you must travel from town to town to get to somewhere (You can't go from Ostia to Ilia right away) unless there is a special event underway, and it will be specified by a mod. Now, to know how much time it takes to travel from point A to point B, substract the Travel Time by your MOV stats. You must then wait for other people to post. After X number of posts (where X is the number given when you substract the Travel Time to you move), you will get to destination. Remember that your character might be tired after the long road and might need to rest. It is also possible to stop between towns to establish a camp. Also,But camps aren't... really safe these days. Now for the offroad travels. offroads takes more time until you get to destination, but you stay clear from the official road, thus avoiding possible ambush threats (Yet you might still get ambushed if your enemy is bright). When using the Offroad way, PM Anna, telling her your traveling from town X to Y using the offroad A OR B.
Missions
Not everyone will participate in the main quest, AND the main quest won't always be underway. That is where the missions come in play. A mission is given by the Marquess of a current region. If you and your party successfuly complete a Mission, you will be awarded some gold, and of course maybe some Items. Here are the currently available mission basics.
-Bandits!! (A group of bandits are attacking the nearby vilages! Please, I beg of you to protect it!)
Reward in gold depends on the number of villages that are still standing after taking down the bandit leader
-The Cure (A person is very sick , but there are no cure available except for this one plant found (X), please find it)
Reward in Gold
-Escort (Take a noble or priest from point A to point B)
Reward in gold depending on the health of the person esorted. May also be rewarded an Item
-Message (Take this message to this Marquess)
Be awarded some gold
-Bounty Hunter (Take down a specific person)
Reward depends on the Strenght of the criminal
Riding
In each town, you will have the possibility to rent a horse, making your MOV stat to 7. While you ride, you gain all the bonuses a mounted unit might get, but you CANNOT fight. If you enter a fight and you are mounted (when you are a foot fighter) you won't be able to unleash a single attack until you dismount (which takes a round).
Part 4 Item, gold and Stats management
To keep an up to date database of everything and to make sure there is no one cheating, Anna was created. Anna is a person controlled by all the mods which is used to register all you guys stuff. Please don't PM her ANYTHING except for Gold and Item updates (mods will take care of the stats). If you gain gold, loose gold buy an Item, repair an Item PM her right away with the type of transaction you made. As an example you buy a Iron Sword for 500 G. You PM her: I bought an Iron Sword for 500 G : that's it. We ask you that you also keep track of your things on your own, so you won't spend gold when you have none remaining. Remember that as long as you don't PM her that you received gold, the gold is unofficial. Also, don't try to cheat with this system as the game is followed by the mods. If only one of them see you are cheating, they will warn you and you will LOOSE gold. A second warning and you are taken out of the game.
What you should keep track of: - Your gold -Your EXP -Your inventory -Your weapon's durability.
Every character's stats and inventory details will be set on a different thread where everyone can see them and keep track of them. Remember you can always repair your weapons at a village. The price depends of the weapon, but it can be seen in the SOTS weapon catalogue.
Also for those with money to spare, for each gold you donate to the guild, you gain a FE gold, for a maximum of 500 golds per week.
Part 5 Fire Emblem: Shadow of the Scouring. Main Quest.
Now is the time to explain everything about the Main Quest. Once every week, the players will have the choice of undertaking a Chapter of the Main Quest, making the story advance. It is required tho that -everyone- that participated in the previous chapter are online to proceed to the next chapter. So let's try to stay organized.
Chapters are actually Missions, but they are extremly important as it is them that influance the rest of the game. A Chapter will be anounced in the [SOTS] Intro and Story thread, Its location will be given and those who are there when the Chapter begins might be recruited by the Party leader (usualy a Lord, or higher leveled character). Every Chapter missions are a Tactical Battle, which means there will be a map included. Icons in blue are the good guys and the reds are usualy the bad guys. If characters arrives to the battlefield after the battle begins, or if they were not recruited before the battle, they will be green characters with no specific side. Characters are allowed to be enemies if they want to, and they may also be recruited if a character talks them out into joining. Remember that characters needs to be one next to the other to talk. The mission usualy ends by taking down the enemy's leader (Boss). Remember that: If the Lord of your party dies:>> Its Game Over<< The Main quest ends there, the whole party lost. Elibe took another step into an era of darkness. But it doesn't mean the whole game will end, another main quest will start later.
If the main party is successful, then they are all awarded gold, and you can see an happy chapter conclusion ^^!
Part 6 Aplication.
There you go, Final step: Officialy creating your character. Please note that it might at anytime be refused due to many factors (Class locks, Area Locks), and we may ask you to resend another application.
Here is what we require: -Everything we ask in the character creation thread.
-A Physical and psychological description of your character.
-The background/History of your character (remember to include the characters of SOTS you knew for a long time to gain the Support exp Bonus)
-A RP post (around 100 words) with this situation: *The Marquess of your region closes in to you, making a slight nod in your direction.* How would you react? We want to know.
-and finally, your email
As of now, send everything to March Mutsuyama, and he will compilate them then negotiate with all the ministrels. That's it folks ^^;.
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Posted: Mon Nov 22, 2004 5:31 pm
Item Archive----------------------------------------------------------------------------------- ~SWORDS~---------------------------------------------------------------------------------- 1. Iron Sword Simple sword. Accurate and light. Cannot harm generals. Durability: 46 -- Skill Level required: E Range:1 -- Weight:5 Power:5 -- Accuracy:90 critical:0 Average Value: 460GRepair:5 G per DUR points. -------------------------------------------------------------------------------- 2. Steel Sword A more advanced sword. Good all around stats, stronger than Iron sword but heavier than silver sword. Durability: 30 -- Skill level required: D Range:1 -- Weight:10 power:8 -- Accuracy:75 critical:0Average Value: 600GRepair:12G per DUR point. ------------------------------------------------------------------------------- 3. Silver Sword Strong and lethaly accurate. Great overall weapon. Durability:20 -- Required Skill level: A Range:1 -- Weight: 8 power:13 -- accuracy:80 Critical:0 Average Value: 1500Grepair:60G per durability points --------------------------------------------------------------------------------- 4. Iron Blade Accurate but heavy. Durability:35 -- Skill level required: D Range:1 -- Weight: 12 Power:9 -- Accuracy:70 Critical:0 Average Value: 980G repair:30G per Dur points. ------------------------------------------------------------------------------- 5. Steel Blade Strong but heavy Durability: 25 -- Skill Level required: C Range:1 -- Weight:14 Power:11 -- Accuracy:65 critical:0 Average Value: 1250GRepair:45G per DUR points. ---------------------------------------------------------------------------- 6. Silver Blade More powerful than most other basic sword, but still heavy. Durability: 15 -- Skill Level required: A Range:1 -- Weight:13 Power:14 -- Accuracy:60 critical:0 Average Value: 1800GRepair:75G per DUR points. --------------------------------------------------------------------------------- 7. Slim Sword Accurate and light, less powerful tho. Durability: 30 -- Skill Level required: E Range:1 -- Weight:2 Power:3 -- Accuracy:100 critical:5 Average Value: 480GRepair:5G per DUR points. ------------------------------------------------------------------------ 8. Poison Sword Accurate and light, also poisons the enemy.(5 Rounds) Durability: 40 -- Skill Level required: D Range:1 -- Weight:6 Power:3 -- Accuracy:70 critical:0 Average Value: ???GCraft: Slim Sword x1, Cobra Fang x2 Repair:20G per DUR points. -------------------------------------------------------------------------- 9. Armor Slayer Knights and General's worst nightmare. Effective against heavy armored units. Durability: 16 -- Skill Level required: D Range:1 -- Weight:11 Power:8 -- Accuracy:80 critical:0 Average Value: 1260GRepair:45G per DUR points. ------------------------------------------------------------------------------ 10. Wyrm Slayer Forged especialy for taking down dragons... And Wyverns. Durability: 20 -- Skill Level required: C Range:1 -- Weight:5 Power:7 -- Accuracy:75 critical:0 Average Value: 3000GRepair:90G per DUR points. ---------------------------------------------------------------------------- 11. Long Sword Sword rumored to have a blade as long as a spear. Lethal against horse riding units. Durability: 18 -- Skill Level required: D Range:1 -- Weight:11 Power:6 -- Accuracy:85 critical:0 Average Value: 1260GRepair:45G per DUR points. ------------------------------------------------------------------------- 12. Hero Sword(Brave Sword) Rare swords that are said to have a will of their own. Only true swordmans can wield them. Will always hit twice. If you could already hit twice, hit 4 times. Durability: 30 -- Skill Level required: B Range:1 -- Weight:12 Power:9 -- Accuracy:75 critical:0 Average Value: 3000GCraft:Silver Sword x1 Elibe Rune x2 Repair:95G per DUR points. -------------------------------------------------------------------------- 13. Killing Edge(Killer Sword) A weapon to be feared. Good weapon with a lethal CRIT boost. Durability: 20 -- Skill Level required: C Range:1 -- Weight:7 Power:8 -- Accuracy:75 critical:25 Average Value: 1600GCraft:Steel Sword x1 DarkSteel x2 Repair:50G per DUR points. ------------------------------------------------------------------------------- 14. Lance Reaver The constitution of this sword allow it to best lances, but gives an opening for axes. Durability: 15 -- Skill Level required: C Range:1 -- Weight:9 Power:9 -- Accuracy:75 critical:5 Average Value: 1800GCraft:Iron Blade x1 LightSteel x2 Repair:70G per DUR points. -------------------------------------------------------------------------------- 15. Rapier Sword used gracefuly by nobles. May only be used by Lords. lethal against horse riding unit and heavy armored units. Durability: 40 -- Skill Level required: E Range:1 -- Weight:5 Power:7 -- Accuracy:95 critical:10 Average Value: 4400GCraft: Slim sword x1 Lightsteel mad 5 Repair:105G per DUR points. ------------------------------------------------------------------------- 16. Light Brand Sword once blessed by a god. It allows his user to attack at a distance with Light elemental magick. Magickal DMG uses half of the wielder's STR and is Substracted by the target's RES. Durability: 25 -- Skill Level required: C Range:1-2 -- Weight:9 Power:9 -- Accuracy:70 critical:0 Average Value: 1250GCraft:Steel Sword x1 Holy waterx2 Repair:45G per DUR points. -------------------------------------------------------------------------- 17. Rune Sword Cursed sword that may attack from a distance. It also drains the damage it just did to restore the wielder's HP using a Dark magickal attack. The wielder's STR is Halved when wielding it and the damages is substracted by the target's RES. Durability: 15 -- Skill Level required: A Range:1-2 -- Weight:11 Power:12 -- Accuracy:65 critical:0 Average Value: 1260Gcraft:Steel Sword x1 Leech Stone x2 Repair:120G per DUR points. -------------------------------------------------------------------------- 18. Katana(Wo Dao) Rare swords only used by Sword masters, Myrmidions and Speed Lords. Good all around and incredible critical boost. It was given a slight modification to make it more.... fair. Durability: 20 -- Skill Level required: A Range:1 -- Weight:5 Power:9 -- Accuracy:75 critical:35 Average Value:2200GCraft:Steel Sword x1, Blood Red Stone x2 Repair:50G per DUR points. ----------------------------------------------------------------------------- 19. Regal Blade Incredibly dangerous item wielded by only the true masters of Elibe. Durability: 25 -- Skill Level required: S Range:1 -- Weight:9 Power:20 -- Accuracy:85 critical:0 Average Value confused ??GRepair:350G per DUR points. --------------------------------------------------------------------------- 20. Mani Kati Strong blessed blade that chooses her owner. Effective against horse mounted units and Heavy Armored Units. Durability: 45 -- Skill Level required: E Range:1 -- Weight:3 Power:8 -- Accuracy:80 critical:20 Average Value confused ??GRepair:40G per DUR points. --------------------------------------------------------------------------- 21. Soul Kati Legendary weapon that disapeared with the heroes of the Scouring. It was handed to Athos along with 2 other legendary items. Strong against Wyverns and Dragons: +5 to RES Durability: 30 -- Skill Level required: S Range:1 -- Weight:14 Power:12 -- Accuracy:95 critical:25 Average Value confused ??GRepair:300G per DUR points. -------------------------------------------------------------------------- 22. Durandal The one of the three legendary weapons handed to Athos. It is known as a dragon slayer. Give a +5 to STR, effective against Dragons (not Wyverns) Durability: 20 -- Skill Level required: S Range:1 -- Weight:16 Power: 23 -- Accuracy:90 critical:0 Average Value confused ??GRepair:325G per DUR points. ---------------------------------------------------------------------------------- 23. Exaccus Sacred sword of great power, a power that might almost rule the world. The wielder can ONLY be the King of Bern. It may also attack from a distance Durability: Undestructable -- Skill Level required: S Range:1-2 -- Weight:15 Power:25 -- Accuracy:90 critical:5 Average Value confused ??GRepair:None necessary ------------------------------------------------------------------------------- 24. Sword of Seal Legendary sword of immense power. May only be wielded by a "Child of Fire". +5 to REs and DEF. May attack from a Distance.(Dream on guys wink ) Durability: 20 -- Skill Level required: S Range:1-2 -- Weight:8 Power:30 (Hey, it's not called the Sword of Seals for nothing) -- Accuracy:95 critical:10 Average Value confused ??GRepair:550G per DUR points.
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Posted: Mon Nov 22, 2004 5:32 pm
------------------------------------------------------------------------------- ~LANCES~------------------------------------------------------------------------------- 1. Iron Lance An accurate and moderately powerful base weapon. (Insert yoshi's face with a thumb up here)Yoshi's Expert notes:Good for building up those Lance skill levels! Durability: 45 -- Skill Level required: E Range: 1 -- Weight: 8 Power: 7 -- Accuracy: 80 Critical: 0 Average Value: 300 G Repair: 5 G per Dur point. ------------------------------------------------------------------------- 2. Steel Lance An extremely heavy and strong weapon. Good for finishing off weakened units because of the power boost. Durability: 30 -- Skill Level required: D Range: 1 -- Weight: 13 Power: 10 -- Accuracy: 70 Critical: 0 Average Value: 480 G Repair: 15 G per Dur point. ---------------------------------------------------------------------- 3. Silver Lance A nice, Silver Lance. Very high All-around stats, and lower weight than the Steel Lance. Durability: 20 -- Skill Level required: A Range: 1 -- Weight: 10 Power: 14 -- Accuracy: 75 Critical: 0 Average Value: 1200 G Repair: 30 G per Dur point. ------------------------------------------------------------------------ 4. Slim Lance A light and weak lance for the lighter lance-using classes. Durability: 30 -- Skill Level required: E Range: 1 -- Weight: 4 Power: 4 -- Accuracy: 85 Critical: 5% Average Value: 450 G Repair: 10 G per Dur point. --------------------------------------------------------------------- 5. Javelin A heavy, innacurate lance used mainly for ranged attacks. Durability: 20 -- Skill Level required: E Range: 1~2 -- Weight: 11 Power: 6 -- Accuracy: 65 Critical: 0 Average Value: 400 G Repair: 5 G per Dur point. ------------------------------------------------------------------------- 6. Poison Lance A light, weak and innacurate lance that poisons an opponent. Durability: 40 -- Skill Level required: E Range: 1 -- Weight: 4 Power: 5 -- Accuracy: 65 Critical: 0 Average Value: ??? G Craft: Slim lance x1 Cobra Fang x2 Repair: 15 G per Dur point. ------------------------------------------------------------------------- 7. Horse Slayer Accurate and heavy. Effective against horse-riding units. Durability: 16 -- Skill Level required: D Range: 1 -- Weight: 13 Power: 7 -- Accuracy: 70 Critical: 0 Average Value: 1040G Repair:35G per DUR point. ------------------------------------------------------------------------- 8. Heavy Spear Very heavy lance. Effective against Heavily Armoured units. Durability: 16 -- Skill Level required: D Range: 1 -- Weight: 14 Power: 9 -- Accuracy: 70 Critical: 0 Average Value: 1200 G Repair:45G per DUR point. ------------------------------------------------------------------------- 9. Killer Lance Powerful and provides a large critical boost. Durability: 20 -- Skill Level required: C Range: 1 -- Weight: 9 Power: 9 -- Accuracy: 70 Critical: 30% Average Value: 1200 G Craft: Iron Lance Repair:45G per DUR point ------------------------------------------------------------------------- 10. Axereaver Reverses weapon triangle. Durability: 15 -- Skill Level required: C Range: 1 -- Weight: 11 Power: 10 -- Accuracy: 70 Critical: 5% Average Value: 1950 G ------------------------------------------------------------------------- 11. Short Spear Innacurate, heavy and doubles as a ranged weapon. Durability: 18 -- Skill Level required: C Range: 1~2 -- Weight: 12 Power: 9 -- Accuracy: 60 Critical: 0 Average Value: 900 G ------------------------------------------------------------------------- 12. Spear Powerful, and doubles as a ranged weapons. Durability: 15 -- Skill Level required: C Range: 1~2 -- Weight: 10 Power: 10 -- Accuracy: 70 Critical: 5% Average Value: 5000 G ------------------------------------------------------------------------- 13. Brave Lance Heavy, and allows you to attack twice in succession (Four times if you would normally double attack anyways) Durability: 30 -- Skill Level required: B Range: 1 -- Weight: 14 Power: 10 -- Accuracy: 70 Critical: 0 Average Value: 3000 G ------------------------------------------------------------------------- 14. Rex Hasta Heavy, accurate, and quite powerful. Durability: 25 -- Skill Level required: S Range: 1 -- Weight: 11 Power: 21 -- Accuracy: 80 Critical: 0 Average Value: ??? ------------------------------------------------------------------------- 15. Malte Legendary Lance. Extremely powerful and adds 5 points to your skill. Durability: 20 -- Skill Level required: S Range: 1 -- Weight: 11 Power: 25 -- Accuracy: 80 Critical: 0 Average Value: ???
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Posted: Mon Nov 22, 2004 5:33 pm
------------------------------------------------------------------------------- ~AXES~ ------------------------------------------------------------------------------- 1. Iron Axe Accurate (for an axe) and heavy. Durability: 45 -- Skill Level required: E Range: 1 -- Weight: 1O Power: 8 -- Accuracy: 75 Critical: 0Average Value: 270 GRepair: 5 G per Dur point ------------------------------------------------------------------------------- 2. Steel Axe Powerful and heavy. Not very useful against enemies with high evade. Durability: 30 -- Skill Level required: E Range: 1 -- Weight: 15 Power: 11 -- Accuracy: 65 Critical: 0Average Value: 360 G------------------------------------------------------------------------------- 3. Silver Axe Powerful and heavy. Durability: 20 -- Skill Level required: A Range: 1 -- Weight: 12 Power: 15 -- Accuracy: 70 Critical: 0Average Value: 1000 G------------------------------------------------------------------------------- 4. Poison Axe Heavy and poisonous. (5 rounds) Durability: 20 -- Skill Level required: D Range: 1 -- Weight: 10 Power: 4 -- Accuracy: 60 Critical: 0------------------------------------------------------------------------------- 5. Emblem Axe Tactician's Axe. Level up! Durability: 60 -- Skill Level required: E Range: 1 -- Weight: 10 Power: 15 -- Accuracy: 90 Critical: 0------------------------------------------------------------------------------- 6. Hammer Just another brick in the mobile wall. Effective against armoured units. Durability: 20 -- Skill Level required: D Range: 1 -- Weight: 10 Power: 15 -- Accuracy: 55 Critical: 0Average Value: 800 G------------------------------------------------------------------------------- 7. Dragon Axe Effective against Wyvern Riders. Durability: 40 -- Skill Level required: D Range: 1 -- Weight: 11 Power: 10 -- Accuracy: 60 Critical: 0------------------------------------------------------------------------------- 8. Wolf Beil Special Axe for Tough Lords only. Durability: 30 -- Skill Level required: D Range: 1 -- Weight: 10 Power: 10 -- Accuracy: 75 Critical: 5------------------------------------------------------------------------------- 9. Hand Axe An axe used for ranged attacks. Heavy, yet aerodynamic. Also very innacurate. Durability: 20 -- Skill Level required: E Range: 1-2 -- Weight: 12 Power: 7 -- Accuracy: 60 Critical: 0------------------------------------------------------------------------------- 10. Devil Axe An accursed axe that is extremely powerful and VERY heavy. It is not a good idea to use this axe if your LCK stat is below average, as it sometimes inflicts damage on it's weilder. Durability: 20 -- Skill Level required: E Range: 1 -- Weight: 18 Power: 18 -- Accuracy: 55 Critical: 0------------------------------------------------------------------------------- 11. Halberd Anti-Horse weapon. Powerful and heavy. Durability: 18 -- Skill Level required: D Range: 1 -- Weight: 15 Power: 10 -- Accuracy: 60 Critical: 0------------------------------------------------------------------------------- 12. Tomahawk Powerful and heavy. Used for ranged attacks. Durability: 18 -- Skill Level required: D Range: 1-2 -- Weight: 13 Power: 13 -- Accuracy: 65 Critical: 0------------------------------------------------------------------------------- 13. Sword Reaver Reverses weapon triangle. Powerful and heavy. Durability: 15 -- Skill Level required: C Range: 1 -- Weight: 13 Power: 11 -- Accuracy: 65 Critical: 5------------------------------------------------------------------------------- 14. Sword Slayer Special axe that reverses the weapon triangle and is effective against Myrmidons, Swordmasters, and Speed Lords. Powerful and Accurate Durability: 20 -- Skill Level required: C Range: 1 -- Weight: 13 Power: 11 -- Accuracy: 80 Critical: 5------------------------------------------------------------------------------- 15. Killer Axe Critical axe. Powerful and heavy. Durability: 20 -- Skill Level required: C Range: 1 -- Weight: 11 Power: 11 -- Accuracy: 65 Critical: 30------------------------------------------------------------------------------- 16. Brave Axe Powerful, Heavy and innacurate. Grants two attacks in succesion- four if you would double attack anyways. Durability: 30 -- Skill Level required: B Range: 1 -- Weight: 16 Power: 10 -- Accuracy: 65 Critical: 5------------------------------------------------------------------------------- 17. Basilikos Powerful. Accurate. Heavy. PWNable. Impossible. Durability: 25 -- Skill Level required: S Range: 1 -- Weight: 13 Power: 22 -- Accuracy: 75 Critical: 0------------------------------------------------------------------------------- 18. Armads Legendary dragon slayer. Grants +5 points of defense to the wielder. Durability: 25 -- Skill Level required: S Range: 1 -- Weight: 18 Power: 26 -- Accuracy: 85 Critical: 0
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Posted: Mon Nov 22, 2004 5:34 pm
------------------------------------------------------------------------------- ~BOWS~ ------------------------------------------------------------------------------- *Special Note!
Keep in mind that all bows do double the damage to any class on a winged beast. (That means Pegasus and Wyvern Knights)*1. Iron Bow Accurate and light. Good for those up-and-coming archers. Durability: 45 -- Skill Level required: E Range: 2 -- Weight: 5 Power: 6 -- Accuracy: 85 Critical: 0Average Price: 540 G----------------------------------------------------------------------------- 2. Steel Bow Heavy, and strong (for a bow). Durability: 30 -- Skill Level required: D Range: 2 -- Weight: 9 Power: 9 -- Accuracy: 70 Critical: 0----------------------------------------------------------------------------- 3. Silver Bow Powerful, accurate, and light. Durability: 20 -- Skill Level required: A Range: 2 -- Weight: 6 Power: 13 -- Accuracy: 75 Critical: 0----------------------------------------------------------------------------- 4. Poison Bow Poisons enemy (5 rounds), weak, and light. Durability: 40 -- Skill Level required: D Range: 2 -- Weight: 5 Power: 2 -- Accuracy: 65 Critical: 0----------------------------------------------------------------------------- 1. Emblem Bow New longer lasting Iron Bow! Durability: 45 -- Skill Level required: E Range: 2 -- Weight: 5 Power: 6 -- Accuracy: 85 Critical: 0----------------------------------------------------------------------------- 6. Short Bow Accurate, light, provides a small critical boost. Durability: 22 -- Skill Level required: D Range: 2 -- Weight: 3 Power: 5 -- Accuracy: 85 Critical: 10---------------------------------------------------------------------------- 7. Long Bow Special bow. Grants 2-3 spaces in range. Heavy, innacurate (for a bow), and weak. Durability: 20 -- Skill Level required: D Range: 2-3 -- Weight: 10 Power: 5 -- Accuracy: 65 Critical: 0---------------------------------------------------------------------------- 8. Killer Bow The critical king of Bowland. Accurate, and provides a large critical boost. Durability: 25 -- Skill Level required: C Range: 2 -- Weight: 7 Power: 9 -- Accuracy: 75 Critical: 30---------------------------------------------------------------------------- 9. Brave Bow Special bow, grants two consecutive attacks. Heavy and powerful Durability: 30 -- Skill Level required: B Range: 2 -- Weight: 12 Power: 10 -- Accuracy: 70 Critical: 0---------------------------------------------------------------------------- 10. Rienfleche Extremely powerful, accurate, and light. Durability: 25 -- Skill Level required: S Range: 2 -- Weight: 7 Power: 20 -- Accuracy: 80 Critical: 0---------------------------------------------------------------------------- 11. Miugre Extremely powerful, and accurate. Adds +5 points to your speed rating. Durability: 20 -- Skill Level required: S Range: 2 -- Weight: 9 Power: 24 -- Accuracy: 80 Critical: 0
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Posted: Mon Nov 22, 2004 5:35 pm
------------------------------------------------------------------------------- ~ANIMA MAGIC~ ------------------------------------------------------------------------------- 1. Fire Accurate and good for dodging. Trainee's choice! Durability: 40 -- Skill Level required: E Range: 1-2 -- Weight: 4 Power: 5 -- Accuracy: 90 Critical: 0Average Value: 560 g------------------------------------------------------------------------------- 2. Thunder Accurate and good for dodging. Also boosts critical rate. Durability: 35 -- Skill Level required: D Range: 1-2 -- Weight: 6 Power: 8 -- Accuracy: 80 Critical: 5Average Value: 700 g-------------------------------------------------------------------------------- 3. Elfire Powerful and accurate, though heavy. Durability: 30 -- Skill Level required: A Range: 1-2 -- Weight: 8 Power: 10 -- Accuracy: 85 Critical: 0Average Value: 1200 g------------------------------------------------------------------------------- 4. Fimbulvetr Quite powerful and accurate, though heavier. Durability: 20 -- Skill Level required: A Range: 1-2 -- Weight: 12 Power: 13 -- Accuracy: 80 Critical: 0Average Value: 6000 g------------------------------------------------------------------------------- 5. Bolting Powerful, very heavy, and long range. Also not very durable. Durability: 5 -- Skill Level required: B Range: 3-10 -- Weight: 10 Power: 12 -- Accuracy: 60 Critical: 0Average Value: 2500 g------------------------------------------------------------------------------- 6. Excalibur Second-most powerful anima magic. Very accurate and heavy. Durability: 25 -- Skill Level required: S Range: 1-2 -- Weight: 13 Power: 18 -- Accuracy: 90 Critical: 0Average Value: ??? g------------------------------------------------------------------------------- 7. Foreblaze Legendary anima magic. Luck, criticals, power. Durability: 20 -- Skill Level required: S Range: 1-2 -- Weight: 11 Power: 22 -- Accuracy: 85 Critical: 5Average Value: ??? g-------------------------------------------------------------------------------
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Posted: Mon Nov 22, 2004 5:36 pm
------------------------------------------------------------------------------- ~DARK MAGIC~ ------------------------------------------------------------------------------- 1. Flux Accurate and good for dodging. Trainee's choice! Durability: 40 -- Skill Level required: D Range: 1-2 -- Weight: 6 Power: 7 -- Accuracy: 80 Critical: 0Average Value: 900 g------------------------------------------------------------------------------- 2. Nosferatu Powerful and heavy. Hits Absorb enemy health into you. Durability: 35 -- Skill Level required: D Range: 1-2 -- Weight: 12 Power: 8 -- Accuracy: 70 Critical: 0Average Value: 3200 g-------------------------------------------------------------------------------- 3. Fenrir Powerful and accurate, though heavy. Durability: 30 -- Skill Level required: A Range: 1-2 -- Weight: 8 Power: 10 -- Accuracy: 85 Critical: 0Average Value: 9000 g------------------------------------------------------------------------------- 4. Luna Nulls enemy magic resistance. Power of the spell is equal to the user's magic stat. Heavy. Durability: 35 -- Skill Level required: C Range: 1-2 -- Weight: 12 Power: 0 -- Accuracy: 95 Critical: 20Average Value: 5252 g------------------------------------------------------------------------------- 5. Eclipse Halves enemy HP at long range. Also not very durable. Durability: 5 -- Skill Level required: B Range: 3-10 -- Weight: 10 Power: 0 -- Accuracy: 30 Critical: 0Average Value: 4000 g------------------------------------------------------------------------------- 6. Gespenst Second-most powerful Dark Tome. Very accurate and heavy. Durability: 25 -- Skill Level required: S Range: 1-2 -- Weight: 12 Power: 20 -- Accuracy: 80 Critical: 0Average Value: ??? g------------------------------------------------------------------------------- 7. Ershkigal Second most powerful Dark Tome. Accurate doesn't quite describe it. Durability: ?? -- Skill Level required: S Range: 1-2 -- Weight: 11 Power: 18 -- Accuracy: 95 Critical: 0Average Value: ??? g------------------------------------------------------------------------------ 8. Apocalypse Most powerful Dark Tome. Heavy, and adds + 5 points to your magic rating. Durability: ?? -- Skill Level required: S Range: 1-2 -- Weight: 14 Power: 25 -- Accuracy: 80 Critical: 0Average Value: ??? g
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