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Manic Martini

PostPosted: Wed Dec 18, 2013 9:07 pm


Janne and Daisy
PostPosted: Wed Dec 18, 2013 9:13 pm


Azel

Belzayne

Lonely Girl


ThePersonInFrontOfYou

Wheezing Wench

PostPosted: Wed Dec 18, 2013 9:14 pm


Tristan
PostPosted: Wed Dec 18, 2013 9:18 pm


Then I'll pick Asaello and Hannibal for my arsenal. xp

Ninja Ryu11

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ThePersonInFrontOfYou

Wheezing Wench

PostPosted: Wed Dec 18, 2013 9:21 pm


Yo Johalva!
PostPosted: Wed Dec 18, 2013 9:35 pm


Sharlow will finish it up for me

Belzayne

Lonely Girl


Manic Martini

PostPosted: Wed Dec 18, 2013 9:39 pm


I guess I'm getting Mana then.


Let the drafting BEGIN!
PostPosted: Wed Dec 18, 2013 9:54 pm


Good luck to all the players here.

Chaotic Houndoom


Manic Martini

PostPosted: Thu Dec 19, 2013 12:44 pm


Holier Than Thou: Part I – For Want of a Nail

Featuring:

Sigurd, Ethlin, Cuan, Deidre, Levin, Tiltyu, Celice, Mana, Oifaye, Arthur, Julia, Shanan, Daisy, Leif, Janne, Laylea, Tinny, Hawk, & Altenna


Because where the ******** do all the antagonists I face get off trying to ruin Sigurd's (and co.) day? Don't they know he's holier than thou? Don't they know the team is holier than thou? Don't they know not a single one of my units for the first generation is without Holy Blood, which makes them holier? I guess not. With the unnecessary explication upon the title out of the way, onto the meat!

It’s just the prologue, darlings, but you KNOW how FE4 chapters are: one chapter is worth several in any other entry. So it’s worth its own entry I suppose. My first generation team is very small, but also very precise. Having all mounts (and a healer) from the very beginning is definitely a boon, and by the time Cuan and Ethlin leave, they'll have saved turns when I needed them most, and then Levin and Tiltyu will pick up the slack (getting staves at promotion yaaay!) throwing Holsety around and such. So I'll always have a staff user. Cuan and Ethlin are also already lovers so I'll never have to worry about pairing them, which is a luxury I don't intend to waste.

Sigurd basically blasts off at the speed of light and when Cuan and Ethlin show up they basically follow after him to clean up the mess he leaves behind and get some experience off the leftovers (and pick up the Speed Ring because Sigurd simply does NOT have time to do it himself). Having a healer in the first chapter makes a huge difference in this situation. I don’t know how many times over Cuan would have died without his lover to make them a power couple. Jungby was seized on the sixth turn; Evans on the twelfth. Azel and Lex were easy enough to guide to Chalphy without encountering any fights but ******** MIDIR just had to get hit by a barbarian with a Hand Axe at range when Ethlin and Cuan were RIGHT there with weapons where they wouldn’t have countered. BLEH. Whatever. I think I made pretty good time even with the penalty. This can be a tricky chapter to complete without penalties in good time since it just dumps the allies on you instead of them being NPCs to recruit. I’ll take it. The bandit that attacks (and in this case, destroys) the village nearest the starting point couldn't touch Chalphy afterwards even though he was on the move for it because the chapter ended before he got the chance.

12 turns + 3 for the penalty = 15 turns total



Stats!

Sigurd: Level 11 Knight Lord
HP: 44, Str: 19, Mag: 0, Skl: 13, Spd: 13, Luck: 9, Def: 12, Res: 3

Cuan: Level 6 Duke Knight
HP: 36, Str: 18, Mag: 0, Skl: 10, Spd: 11, Luck: 5, Def: 11, Res: 3

Ethlin: Level 3 Troubadour
HP: 30, Str: 7, Mag: 8, Skl: 12, Spd: 12, Luck: 8, Def: 4, Res: 6
PostPosted: Thu Dec 19, 2013 9:45 pm


Holier Than Thou: Part II – Shadier Than a Spirit Forest

Featuring:

Sigurd, Ethlin, Cuan, Deidre, Levin, Tiltyu, Celice, Mana, Oifaye, Arthur, Julia, Shanan, Daisy, Leif, Janne, Laylea, Tinny, Hawk, & Altenna


No penalties this time! And only one more castle but twice as many turns? I HATE the Spirit Forest. You’d think they would build a road through it, but NOOOO. It’s holier than thou and thus can’t be desecrated like that. But if it’s really that much holier than thou, Jamka and co. shouldn’t have ******** chased after me in it because I left their spirits in the Spirit Forest. Maybe that’s where they wanted to die, though, so their spirits could also be holier than thou; I don’t know. I wonder if they turned into Phantump and Trevenent. On that note, aren’t Phantump SO cute?

In many ways you could copy my previous entry, change the names of a few places, and you’d have half this chapter: it took six turns to seize Genoa, then another six turns to go after Marpha. It technically could’ve taken five turns to go after Marpha but recruiting Ayra slowed me down. But the Hero Sword she’ll be bringing to the table will be well worth adding a single turn (especially since if you aren’t careful or fortunate, she could probably cost MORE than just one). Had to experiment with the first segment of this chapter a few times to figure out how to get Aideen and Dew out of harm’s way without them ever seeing combat and eventually developed an approach that let Ethlin and Cuan get in front of them to soak up that army without units I didn’t draft ever seeing combat. Aideen did manage to give Ethlin a Return Staff though which was so sweet of her! It’ll definitely see good use since it’s a great way to speed up her leveling! And bless Dew’s heart – he gave Aideen a Warp Staff for her to sell! Ethlin unfortunately lacks the weapon rank for it, but Levin or Tiltyu will see that it goes to use at some point when they’re promoted.

Verdane was another matter. That. ********. Spirit. Forest. So shady! Everyone has reduced accuracy so you sometimes miss when you’d have killed and you’re going so slow and you have to deal with Jamka (whom I killed; I shudder to think how many turns he costs to recruit with five-movement-Aideen) and his Killer Bow. And then if you don’t want to add more turns to the chapter you pretty much HAVE to send Sigurd into Sandima’s siege-tome range before Deidre can Silence him and hope for the best. OH RIGHT. We now have Deidre: a freebie who isn’t worth much overall (five movement in a draft WHOOOO!!!) but I’ll take any free units happily. If you don’t have Ethlin or Aideen, she’s your first healer for a while at least! And even if you do, she’s a second healer. Not going to say no to that. Anyway, Sigurd did take a spell of Fenrir which reduced him to 5 or 6 HP remaining, but Deidre, being the good lover to him that she is, silenced Sandima the next turn which made killing him harmless. Verdane was seized on the 24th turn.

24 turns + 15= 39 turns total

Stats!

Sigurd: Level 17 Knight Lord
HP: 50, Str: 22, Mag: 1, Skl: 18, Spd: 15, Luck: 13, Def: 18, Res: 3

Cuan: Level 13 Duke Knight
HP: 44, Str: 18, Mag: 1, Skl: 18, Spd: 12, Luck: 5, Def: 14, Res: 3

Ethlin: Level 10 Troubadour
HP: 33, Str: 9, Mag: 8, Skl: 13, Spd: 14, Luck: 10, Def: 5, Res: 8

Deidre: Level 4 Shaman
HP: 26, Str: 0, Mag: 14, Skl: 9, Spd: 12, Luck: 6, Def: 3, Res: 17

Manic Martini


ThePersonInFrontOfYou

Wheezing Wench

PostPosted: Fri Dec 20, 2013 5:34 pm


PROLOGUE TO TRAGEDY: Who’s Sigurd?


The Crew: Sigurd, Noishe, Fin, Aideen, Dew, Jamka, Dierdre, Fury, Celice, Lana, Lester, Radney, Oifey, Tristan, Julia, Johalva, Phee, Ares, Sety

You know, some fans of this game aren’t mellow enough. I know that’s a blanket statement, and there are plenty of fans that do have a calmer head on their shoulders, and I love the poo out of this game’s story for a number of reasons myself. It’s a very dramatic tale, and I drink in the drama of this story all the time and get less mellow. But I think we all need to take a step back and really take in the mellow drama.

Prologue: Welcome to the FE4 draft, where the strategies are made up and the hit rate doesn’t matter!

Pre-FE6 RNG can be a harsh mistress, but I did experiments in placing to make sure everyone will be okay. Fin in particular is just a novice cavalier in a world of axes, so I take it a little slow with him in the beginning until I can get him to start pumping up at an arena. He gets some kills, some funds, and his very own speed ring! The man is such a trooper, but he is still a nobody. I’m sure he won’t be too important, hence why I picked him first. Now NOISHE, there’s a main character right there.

Castle Jungby is seized on turn 6 and then destroyed on turn 7. Who cares about castles, give me my turncount, suckas! Not like I can use them as warp points… Yet
.
Alvis helps out a little. Now THIS is the theme of a man I would invite to my little niece’s birthday party. Unfortunately, as the intro says, he doesn’t know anything about what’s going on! Poor man, stuck in the dark, without a clue. How can you doubt that trustworthy face? Unfortunately I don’t get too much time to look at it. There goes that plotpoint! We still get to see him totally roast some barbarians though. Good thing he’s on our side!

But when we get to Evans (in 6 turns, natch), Aideen isn’t there! Sigurd is angry that we can’t get our healer yet, and pledges to “hunt those bastards down! (wait…. So he says the word “b*****d” right at the beginning of the game to describe crappy bandits, but when it really counts he uses the word “Dast…” never mind).” You all know the story, Honored as a holy knight of the land… such an honor, Sigurd! Don’t be so modest! You’re a badass through and through!

Total turncount: 12

Will post character levels next time.
PostPosted: Sun Dec 22, 2013 9:26 pm


A TALE OF TWOO WUB: Let’s get creative!

Post isn't too fancy since I'm tired and need to get to bed. I'll make up for it in the future and talk about how the game uses the big maps or something. It's use of the map is really excellent in this chapter, so maybe I'll add stuff in later. Also, I can't make any joke about this chapter that Nuts Fujimori hasn't already made better than I could.

The Crew: Sigurd, Noishe, Fin, Aideen, Dew, Jamka, Dierdre, Fury, Celice, Lana, Lester, Radney, Oifey, Tristan, Julia, Johalva, Phee, Ares, Sety

Eltshan knows that not everything in Augustria is peaches, so good thing Sigurd's old buddy is going to keep an eye on things. What a pal. I just noticed, Eltshan’s sprite has a pretty high collar. I guess the dark knight sprite for his kid wasn’t too far off. Speaking of which… nice sword ya got there. Actually, in all seriousness, between this and the later scene when he’s talking to Elliot, I like Eltshan a lot more second time around.

My starting crew does reasonably well at the arena and all gain a level.
We get our Verdane trio now. Finally, some support! First, the lovely Aideen, our staff member who will become a very capable mover of units despite her low movement range. Of course, we have Dew, from the same folks that brought you Rikard. Oh Dew, I didn’t draft you to quit thievery! I drafted you to cut throats, cut purses, and cut to the chase and marry Aideen allow prince Jamka to marry Aideen. Dew sits on a tree and gets showered in money while Aideen makes her escape along the shoreline.
By the way, I was able to seize Genoa in 5 turns. I did a lot of experimenting with how the enemies configure themselves depending on where I place my units. I can teach you, but I have to charge. I’m learning so much about FE4 AI today.

So Ayra is okay! She is relieved that Shanan is okay! All of the royal Isaccians are okay! It’s a Marricle!

The biggest threat on the way to Marpha is letting all the enemies clog the path. Dew was a big help, luring all of the bandits that were chasing him and Aideen away. He and Aideen CAN dodge blows, especially if they are on trees or towns. I can’t believe I used to be afraid of these guys! Marpha is seized in 6 turns.

Aideen needs to tread carefully. She makes her way above most of the commotion, with Noishe, Fin, and Dew helping block enemies off from reaching her. She actually reaches the forest at the same time Sigurd does thanks to her head start. She still can only move two squares at a time, and the spirit forest becomes a very crowded place. Everyone moves like a slug in there anyway, and the enemies refuse to attack Sigurd or Dew since they dodge everything.

While Sigurd is bashing his head against the enemies in front of the castle, Dierdre was able to silence Sandima. Not before Sigurd took a Fenrir to the face, though. Dierdre got to do her one job! Yay!

Castle Verdane is seized in 7 turns. Which means, if I compare my count to FD’s, Jamka cost me a single turn. Hooray for planning ahead!

Turns: 24
Total turn count: 36

Sigurd: Level 17 Lord
Hp: 47 Str: 21 Mag: 1 Skl: 16 Spd: 18 Lck: 9 Def: 13 Res: 4
Noishe: Level 8 Social Knight
Hp: 38 Str: 14 Mag: 0 Skl: 8 Spd: 9 Lck: 5 Def: 10 Res: 0
Fin: Level 8 Lance Knight
Hp: 37 Str: 12 Mag:0 Skl: 12 Spd: 12 Lck: 13 Def: 9 Res: 1
Aideen: Level 5 Priest
Hp: 29 Str: 0 Mag: 14 Skl: 9 Spd: 10 Lck: 14 Def: 2 Res: 10
Dew: Level 4 Theif
Hp: 29 Str: 6 Mag: 0 Skl: 6 Spd: 16 Lck: 12 Def: 2 Res: 0
Jamka: Level 6 Bowfighter
Hp: 36 Str: 11 Mag: 0 Skl: 14 Spd: 14 Lck: 4 Def: 9 Res: 0
Dierdre: Level 4 Shaman
Hp: 27 Str: 0 Mag: 15 Skl: 10 Spd: 12 Lck: 6 Def: 3 Res: 17

ThePersonInFrontOfYou

Wheezing Wench


Ninja Ryu11

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PostPosted: Mon Dec 23, 2013 12:19 pm


The Granbellions and some good companions:

Sigurd, Deirdre, Ayra, Alec, Sylvia, Midir, Claude, Lex, Celice, Oifeye, Julia., Lakche, Skasaher, Leen, Corple, Femina, Dimna, Asaello, and Hannibal


Prologue: OFF TO EVANS WE GO!

So here we start the grand tales of Sigurd. Apparently Jungby castle is being invaded by Gandolf and his men. So Sigurd and his Chalphy knights shall go forth to help her out, since they’re close friends and all.. Of course there’s not many soldiers left in Chalphy castle since there’s a war going on.. So we got Noishe, Sigurd, Alec, and Ardan left to protect the citizens against the bandits. But of course, I’ll be only using Alec and Sigurd here and noishe and Ardan are left to dry inside the castle. Sigurd dashes towards south of Chalphy with his great steed of awesomeness to Jungby castle, while he takes out as many brigands that he can which isn’t too much of an issue. Alec goes to help deal some damage against the brigands up north. And what’s going on at Jungby while this is happening? Gandolf totally wrecks Midir with his hand axe. He decides to claim Aideen as his booty while dragging her to Verdane.

But then… Oh look, Lex and Azel come to join us! Lex and his great beefiness brings down the axe on his opponent to their face, while Azel runs as fast as he can to the west to the forest so that the brigands can’t do him harm. There is a lone bandit left over but Alec can help look over Azel, so in the meantime Lex can go to Jungby castle. Cuan, Ethlin, and Fin shows up at some point but unfortunately they have to go inside the castle base. With some luck Sigurd actually manages to capture Jungby castle with only taking on mighty strike of DiMaggio’s axe leaving him a little bit of life to survive. Aideen isn’t in the castle unfortunately she’s in another castle, sorry try another castle! But a knight is found left behind and is still wounded from battle, it’s Midir! So he joins us so that he can help find Aideen. But he’s left in a bit of a pickle, since there’s still some brigands left over nearby the castle. The most he can do is protect Jungby while Sigurd goes to Evans. And he fends them off quite well taking a hit here and there. Alvis suddenly appears all the way to the top area a little distance close to Evans. Apparently he’s there to check on the situation and no enemy would want to mess with him in his range. Or else he’ll burn them to ashes and cinders with his Falaflame. Anyways, eventually he and Sigurd meet up but of course not without staying at a nearby church to heal up his wounds with a small fee. He receives a really nice silver sword thanks to his majesty. That’s exactly what Sigurd needs to finish this up! Lex and Alec move out to help out Midir with his bandit swarming problem. With that he can finally make his move to take out the bandit causing a ruckus in a nearby village. A nice old lady in the village hands him a nifty speed ring.(How thoughtful) Sigurd gets his chance while the enemy leaves their defense open onwards to Evans castle. Gerard poses a bit of a tough fight with a huge chunk of damage to Sigurd, but with luck he prevails and Evans is captured in time. But Aideen isn’t found here either.. So it’s time to go to Verdane and hope there is still time to save her!

Lv.11 Sigurd Hp: 41 Strength: 19 Magic:0 Skill:12 Speed:14 Luck:8 Defense:13 Resistance:3

Lv.6 Lex Hp: 35 Strength:11 Magic:0 Skill: 10 Speed: 12 Luck:8 Defense: 9 Resistance: 0

Lv.4 Alec Hp: 34 Strength: 9 Magic: 0 Skill: 9 Speed: 11 Luck:4 Defense: 7 Resistance:0

Lv.4. Midir Hp : 33 Strength: 9 Magic: 0 Skill: 7 Speed: 9+5(Thanks to the speed ring) Luck: 3 Defense: 7 Resistance: 0

Total turns taken: 12
PostPosted: Thu Dec 26, 2013 6:23 pm


Chapter 1: What’s going on at Verdane? A dark plot unfolds?!


Granbellions and some good Companions:

Sigurd, Deirdre, Ayra, Alec, Sylvia, Midir, Claude, Lex, Celice, Oifeye, Julia., Lakche, Skasaher, Leen, Corple, Femina, Dimna, Asaello, and Hannibal


So here we continue on with our story. For some reason it was king Batou that ordered the attack on Grandbell, and it leaves much confusion as to why that is? As it turns out there are actually three princes of the Verdane territory. One of them is Jamka being the good prince out of the three. (With also the coolest character design)We also get to meet Eltosian, Sigurd’s best friend, while he was at the academy and along with Cuan. And I generally like this character quite a bit as he does have some of my personal favorite conversations here and there. What stands out the most for me is the relationship between the three friends. Anyways, he’ll watch over his back, since Mr. Elliot would be thrilled on the chance to take over Evans while Sigurd isn't on watch.

Finally one of my personal favorite sword user Ayra comes into this chapter. She’s being forced into fighting against Grandbell because her niece, Shanan, is held hostage by Kinbois. This lady shows some spunk and I probably wouldn’t want to get on her bad side. Especially a certain line she says… -shudders- But nonetheless I still love her.

One thing I must say is that the music is absolutely beautiful. Though there’s so many great tracks in FE4. Probably my favorite from the series, though FE5 is up But I like this map theme very much. There’s actually an arena here and some weapons for sale. So that helps a bit. Alec takes that nice slim sword for sale and enters the arena. He becomes victorious over three competitors getting some gold and exp for a level up. Unfortunately he had to back out of the arena at the fourth round. Sigurd swooped most of the competition away except for a speedy wind mage at round 6. Midir got as far as round 5 but that armor knight proved to be quite a formidable foe. And at last Lex bought himself a steel axe from the shop and headed off to the arena. He lasted the matches until round 4 came cruising by, but then he decided to pull back from the terrifying swordsmen lurking in there.

With everything all set, it was time to move out. Sigurd, Lex, Alec, and Midir headed off downwards in formation with Sigurd in front leading his comrades. Then something is happening at down Marpha… Aideen and a brand new face named Dew, who was thrown in Marpha for stealing bring the thief he is, are rescued by the one and only prince Jamka! He frees them both to escape quickly before Galdolf finds out what happened. What a nice guy. Now Gandolf becomes angry when he somehow heard the news of what his brother did behind his back. (GANDOLF SMASH!) So he sends his men to pursue after them both. He wants them either dead or alive since that‘s how he rolls like that. Neither of them are able to fight, so nothing left for them to do except to ESCAPE from those bandits! Run away for your lives!!!

Sigurd rushes as fast as he can to Castle Genoa with Kinbois and his men coming after him. But he shrugs it off pretty well, even when he was surrounded on a particular meadow spot. Some of his men went after Alec, who is left inside a forest, and Lex was fairly nearby for any trouble. Midir was waiting at little northwest of them by some trees to concoct a hit and run strategy. Kinbois was left with no choice and decides to attack Sigurd up front. He almost wipes the floor with him with his silver sword. Lex is in a great position so he runs up and gives him a taste of his Iron Axe to the head. He takes that free hand axe off his hands, since no one else is able to use it anyways. Sigurd leaves the rest to his fellow knights to handle it themselves. And takes out one of his bowmen left over to head off to Genoa all by himself. On the third turn some warriors guarding Genoa castle spot Sigurd right away on the road behind the castle. And their formation gets a bit messy. Two of them try and block the right path, while a lonely warrior goes on the left path.

But then Ayra doesn't see Sigurd but instead someone else in the distance. It’s Aideen and Dew! They've been spotted as her enemies for some reason. It leaves Aideen in almost a risky death situation and their escape plan was almost messed up. But Sigurd takes out Genoa just in time by the fifth turn! All of Kinbois men have been cleared up but Aideen is being targeted by one single bandit coming after her. Good thing she dodges and escapes while Midir, Lex, and Alec come to her rescue. She eventually meets up with Ethlin and gives her a return staff which might come in handy later. Then both her and Dew stay inside the castle with the others.

But Eltosian was right about Elliot from the beginning. That man is up to no good and tries to secretly take away Evans with his Heirhein forces. Looks like all hope is lost… But wait, It’s King Eltosian of Nodion he’s coming to help us with the mighty cross knights at his side. So Ayra notices what’s going on with Genoa being captured and all, so she hurries back to see if her niece is alright. Sigurd goes to recruit her and settles for a truce for the time being, even if she still doesn’t trust grand bell. There’s still some left over bandits but Ayra takes care of them with her superb swordsmanship. Sigurd rushes down with Alec, Lex, and Midir trying to keep up behind and manages to get to Marpha in 9 turns. Some soldiers are blocking the way, but it doesn’t stop Sigurd from getting through their line of defense. Gandolf is then defeated by turn 11, he wasn’t much of a threat really but Sigurd got himself a nifty skill ring in the process. So here we see Deirdre being harassed by some bandit and Sigurd stops him and he pretty much falls for her. Poor Jamka is being forced to fight by Sandima but then he kills his father.. So what a jerk! A plot between him and a mysterious man called Manfloy is unraveling and there's some talk of resurrecting a dark god.

Anyways there’s a whole sea of forest to travel across and Jamka will meet with us eventually to block us. So Sigurd, attempts fighting the wind mage once more in the arena and he gets lucky as the victor. The next foe was pretty easy for him. So Sigurd gets his Silver sword repaired while he’s at it and goes as quick as possible into the deep forest. With completely full hp thanks to winning the arena fight. Midir and Alec decide to rest at a church for a bit, but they try and keep up with Sigurd in a turn or so Lex continues on with his wounds, since there’s a special item he wants for himself. Ayra decides to check out the arena, but before that she buys a slim sword with the exact amount of gold believe it or not?! And she totally wrecks most of the competition except for the wind mage.

It becomes a bit crowded in the forest with many bandits and Jamka in the back line. He has to be careful because Jamka is a force to be reckoned with in the battlefield. But by luck, he takes care of him with only a little damage. It is unfortunate, but poor Jamka has to die so Sigurd needs to moves on. In the narrow forest, Deirdre appears yet again in a dangerous spot but now they then fall for each other suddenly? Now to silence that Sandima once and for all since Deirdre can put that silence staff to some use. They both make it out in the forest safe and sound. Sigurd takes the left road towards Verdane while making sure to keep a bit out of Sandima’s Fenrir magic range. Lex and the others are still traveling through the forest in a slow pace. Sigurd finally charges into the forest moving towards the center with his trusty silver sword. Around turn 23 Dierdre is into position to use her Silence staff, so no more magic for him. It’s not until turn 25 that Lex makes it to a secret pond all the way to the west side of the map. Did you drop a gold axe or silver axe? Whaaat???! Neither one…? Hmmm… Let’s see then is this? Thanks to his honesty he gets an awesome hero axe. This’ll sure help him out in the future. So Sigurd easily kills off Sandima in two hits and Verdane castle is seized. But then this conversation with king Batou happens pretty similar to FE7 in chapter 13 interestingly enough.(Or I see some resemblance in it myself)

Lv.17 Sigurd Hp: 47 Strength: 21 Magic 1 :Skill: 16+5(With that skill ring) Speed: 18 Luck: 10 Resistance: 3

Lv. 4 Deirdre Hp: 27 Strength: 0 Magic: 15 Skill: 9 Speed: 12 Luck: 7 Resistance: 17

Lv.11 Lex Hp: 40 Strength: 11 Magic: 1 Skill: 11 Speed: 13 Luck: 9 Resistance: 0

Lv. 6 Alec Hp: 36 Strength: 10 Magic: 0 Skill: 10 Speed: 12 Luck: 5 Resistance:0

Lv. 6 Midir Hp: 34 Strength: 9 Magic: 0 Skill: 7 Speed: 10+5(Due to speed ring) Luck: 4 Resistance: 0

Lv. 8 Ayra Hp: 33 Strength: 13 Magic: 0 Skill: 19 Speed: 18 Luck: 6 Resistance: 1

Turns taken: 25

Total turns: 37

Ninja Ryu11

Friendly Seeker

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ThePersonInFrontOfYou

Wheezing Wench

PostPosted: Wed Jan 01, 2014 9:27 am


Guess who's computer broke on the first day of the new year?


Draft progress will be delayed. Hopefully I'll be able to keep the data and not have to start all over again.
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