Updated my game profile thinggy, good game everyone. Also, putting this here: May I please call dibs on the Quick salve scroll if no one else claims it? It's the only thing I can make use of from our convoy gatherings. owo;; Other than that, here's looking forward to the next game whenever we have it. o/
Looking at the Guild Office Inventory, it says the Quick Salve is reserved to Vika... sweatdrop
Posted: Tue May 22, 2018 8:43 pm
So I saw. But when I first posted about it, it wasn't there, sooo. Wevs. -shrugs-
Kira will take back her Wind and Thunder tomes so those can be removed from the guild office.
Posted: Wed Jul 15, 2020 5:20 pm
Patch 6.0
Posting here because this forum is still valuable to keep information in.
New Mechanic: Counterattacks!
It's not as complicated as you might think. It is basically the way in works in typical Fire Emblem fashion. -Essentially, you will attack as normal. Then, you will make a post with a normal d10 attack post for the enemy's counterattack. -If the enemy has the speed to double, you will roll two d10s in the post. Calculate each result separately, then take the damage. -If you have enough speed to double, you will post the enemy counterattack before your second attack. (The same order of attack that takes place in the games) -If both your attack(s) and the enemy's attack(s) will be using a d10, then by all means do it all in one post, just please be clear in your post. -This only happens if the enemy is capable of attacking you. (For instance, if you attack at range but the enemy is not equipped with a ranged weapon, they will not counterattack. Basic stuff.) -Attack skills (such as Astra or Luna) will never be used in counterattacks. However, passive skills can still activate. Also, weapons will still have their effects and lose durability. -When I as GM attack you with an enemy, I will likewise post your counterattacks during my enemy phase.
New Shop: Pawn Shop!
The Pawn Shop has been up and running since the end of last game.
- In the Pawn Shop, you can sell your item for what it's worth, and that item can be purchased by somebody else who wants it. - The item will be listed for sale with the durability in which it was sold; This means if an item is sold to the pawn shop missing uses, it will need to be restocked/repaired by the purchaser. - At the end of every game, the shop NPC will loot the map of any leftover item pickups and put them up for sale in his shop. -The prices may vary depending on the availability of the item, condition of the item, or however else the shopkeeper elects to price them. He is trying to make a profit, after all.
Skills
New Skills
Skills Triangle Adept - Additional +2 attack on wpn adv, -2 attack on wpn disadv; passive Cancel Affinity - Cancels weapon triangle effects; passive Daggerbreaker - Damage taken -3 when attacked by an enemy with a dagger; passive Daggerfaire - Damage +3 when attacking with a dagger; passive Drag Back - Unit can move 1 space away after combat. Foe moves into unit's previous space. Hit and Run - Unit can retreat 1 space after battle. Knock Back - Foe can be moved 1 space away after combat. Obstruct - Prevents foes from moving through adjacent spaces; passive Breath of Life - After initiating combat, allies on the same space recover 3 HP; Dragon type only; passive Guidance - Movement +1 to infantry and armored allies within a 3 tile radius. Flying units only; passive Savage Blow - After initiating combat, foes within 2 spaces of target take 3 damage after combat; passive Flier Formation - Movement +1 if a flying unit is within a 3 tile radius. Flying units only; passive Escape Route - Movement +2 if less than or equal to half health. Infantry and armored units only; passive Bold Fighter - Both the user and opponent may make an additional followup attack. Fury - Grants Str/Mag/Spd/Def/Res/Lck +2. After combat, deals 4 damage to unit; passive Life and Death - Grants Str/Mag/Spd+3. Inflicts Def/Res-3; passive Wrathful Staff - Die result is doubled when attacking with a staff; passive Vengeful Fighter - If foe initiates combat, unit makes an additional counterattack; passive Dazzling Staff - Prevents foe from making a counterattack when attacking with a staff; passive
Skill Changes / Clarifications
-Gamble - -2 damage instead of -4 if die result is odd -Corrosion - If you do minimal damage, corrode foe's weapon uses down to 1 and unequip it instead of destroying it completely. This way it's more fair as you can keep your weapon and repair it for next game instead of losing it -Counter/Countermagic - Deals back half damage rounding up instead of full damage. Still receives the full damage. Happens instantly, before enemy followup, so yes it will still hit even if you are defeating the unit. -Healtouch - Skill now only activates when healing an ally on the same space as unit -Boon - Also restores condition of allies on same space -Pierce - Now inflicts bleed if die result is 7 or higher -Vantage - Unit counterattacks first when attacked at HP ≤ half when foe initiates combat -Guard/Shelter - Utilizes both defenses, whichever one is applicable --Guard - You are essentially acting as a meat shield. The enemy will see the vulnerable squish-squish and go to attack them, but will essentially be attacking you instead. --Shelter - This is a 'less effective' version of guard, but has a larger range to reach somebody both on your space or adjacent instead of just on the same space. The attack with act as if its attacking you but the person you are sheltering will still take half of the damage instead of you taking all of it for them. This can be more advantageous at times since it spreads the damage between two. -Summon - Has a 3 turn cooldown upon the phantom's defeat (just like anybody else has to sit out for 3 turns)
-Nerfing the magic cards slightly. Each will have their base damage reduced by 2, making the Spectre Card deal 3 base, the Reaper Card deal 6 base, and the Daemon deal 10 base damage.
Weapons
New Weapon Type: Daggers!
-I took inspiration from FE Heroes for this. The weapon type is designed to be usable at 1-2 range and are weaker than other weapon types but debuff the foe. -Dagger Weapon Type: All debuffs take place after combat and last through next action -Thieves will use Daggers instead of Swords. Any current wexp an applicable character has will be switched over. Any owned swords can be traded in for the closest equivalent dagger. -Dancer/Bard class will also use Daggers instead of Swords. Any current wexp an applicable character has will be switched over. Any owned swords can be traded in for the closest equivalent dagger. -The Trickster class will use Daggers in replacement of Swords The Assassin class will use Daggers in addition to Swords
-Increasing the Devil Axe's mt to 6 from 5 -All weapons that are effective against a unit type will now be rank C -Increasing the rank of the shockstick and bolt axe to B and increasing their worth to match the levin sword -Swapping Levin Sword and Flame Sword in rank and stats (to match the other thunder weapons)
Further Changes (6.1)
Skills: Lucky Seven - Each turn, grants +5 to one of: HP, STR, MAG, SPD, LCK, DEF, or RES [Completely remade to match the 3 houses version] Lifetaker - Recover half of total HP after defeating an enemy on unit's turn; passive [Specifying on unit's turn only now that counterattacks exist] Sol - [Reducing cooldown to 2 turns from 3] Luna - For attack, ignore half of enemy's DEF/RES, rounded down. Does not ignore buffs from skills, items or terrain. (3 turn cooldown) [Implemented in game 5, ignores half of def/res instead of all] Flare - [Ignore 1/4 of enemy's RES instead of all] Corona - [Ignore 1/4 of enemy's RES instead of all] Pierce - [Ignore 1/4 of enemy's DEF instead of all] Unarmed Combat - Removes debuff from attacking while unarmed; passive [new skill] Shriek - If Foe initiates combat, all foes in a 3-tile radius receive a d4 result debuff to SPD and LCK for 1 turn; passive [Mostly reworked] Relief - [2 tile radius instead of 3] Air Superiority - [also takes 1 less damage from all flying units] Salvage Blow - If the unit's overall damage when attacking is even, weapon does not lose durability; passive - [Salvage blow is replacing the Armsthrift ability and Durable Arms' name is being changed to Armsthrift]
Classes: Phantom usable weapons are changing, removing stone and magic, adding daggers
Mechanic: Attacking with no usable weapon (your fists) is allowed via STR, but will be done at a d20 debuff to attack instead of the normal d10 modifier. 0/10 do not recommend
Unit Types: - Bird, Beast and Dragon: May carry an addition unit typing, but will utilize the second type's movement die *Bird, Beast and Dragon unit types are tied to race and persist through class changes. They will never combine with each other.
Nomad Rath Vice Captain
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Kowsauni
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Posted: Sun Aug 16, 2020 4:43 pm
Kit will take Iron lance, and Provoke scroll from Guild Inventory in preparation for next game.
Posted: Sun Aug 16, 2020 5:19 pm
Kit is purchasing Spirit dust from Ganon for 8000 gold.
Kowsauni
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Ziaram
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Posted: Wed Aug 19, 2020 4:15 pm
Till my account gets recovered (hoping they respond soon) just waiting and using this for now. Hi it's Connie.
Posted: Tue Aug 25, 2020 5:04 pm
Naina shall store her Soothing Sword and Mine into the Guild Inventory
Ziaram
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Kowsauni
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Posted: Tue Sep 22, 2020 10:06 am
Catha will take a Steel Axe and Second Seal from the guild office inventory.
Posted: Sat Dec 26, 2020 7:47 pm
Patch 6.2
Skills
Changes
- Provoke: The skill will only activate if the unit's HP is ≥ 50% - Shade: The skill will only activate if the unit's HP is ≤ 50% - Shove: Instead of only being able to shove an ally, any unit can be shoved - Smite: Same as shove - Steal: Requires unit to have 4 more SPD than opponent instead of just having more - Special Performance: Rewording; +1d4 result to STR, MAG, DEF and RES for friendly unit of choice - Future Sight: Requires unit to have 4 more LCK than opponent instead of just having more
New
- Surefooted: May travel through terrain that requires an extra movement as if it only requires one movement; passive. Cavalry Cannot use. - Good Fortune: When rolling a die utilizing LCK, roll 2 and choose one result; passive - Profiteer: Unit may reroll their item pickup result once - Spendthrift: When initiating combat, unit may spend 1kg for +3 damage dealt and -3 damage received
Terrain
- Hills: Previously, these were impassible. Now, spaces with hills on them are passable with the exhaustion of one extra movement. Cavalry units must exhaust two extra movement. Flying units are unaffected. - Cliffs/ledges: These were also previously impassible. Now, spaces with cliffs can be scaled in order to reach the space above or below by exhausting 1d4 extra movement. Indoor maps may now be designed with ledges (like FE10) that work the same way. Cavalry cannot climb. Flying units are unaffected.
Items
Changes
- Status effect staves (Silence, Fear, Berserk, Sleep, Freeze) now require the caster and opponent to both roll 1d10 with results added to their prospective LCK. If the caster's result is higher, their cast is successful. Weapon durability is still used if it is unsuccessful. * Enfeeble can be cast with no prerequisite
Bonewalker (1⪧.) /// Empty Mind - Immune to mental status afflictions (Berserk and Fear); passive Reassemble - If HP ≤ 10 when defeated, roll 1d10, if result is ≥ HP before combat, unit revives to full health; passive
Gargoyle Bloodthirst - Recover 2HP if unit manages to inflict damage when attacking; passive Heartseeker - Movement -1 to enemies within 3 spaces; passive
Gorgon Malefic Aura - Enemies within 2 spaces receive 2 extra damage from all magical attacks; passive Petrify - Afflict an opponent within 3 spaces with Stun (1 turn cooldown)
Tarvos Longshot: Using ranged weapon, roll 1d4 to deal damage to unit 1-3 spaces away (4 spaces away if using Longbow) Trample: +1 damage against all non-flying, non-mounted units; passive
Fiend Pavise: DEF increases by 1d10 result until next turn Aegis: RES increases by 1d10 result until next turn
Skills
Fortress: When standing adjacent to an enemy and a friendly unit, damage taken -4, damage dealt -3; passive Sorcery Blade: When standing with or adjacent to an ally equipped with a tome, may choose to target foe's DEF or RES while attacking with physical weapons; passive Desperation: If unit initiates combat when unit's HP ≤ 50%, unit's follow-up attack preceeds foe's counterattack; passive Quick Riposte: If foe initiates combat when unit's HP ≥ 75%, unit makes an additional follow-up attack; passive Brash Assault: If unit initiates combat against a foe that can counterattack when unit's HP ≤ 50%, unit makes an additional follow-up attack; passive Dive-Bomb - At start of combat, if both unit and foe are at full health and unit initiates combat, unit can make a follow-up attack before foe can counterattack. Flying units only; passive Malefic Aura - Enemies within 2 spaces receive 2 extra damage from all magical attacks; passive Heartseeker - Movement -1 to enemies within 3 spaces; passive Natural Cover: -1 damage taken when on a tile with terrain bonuses; passive Pivot - Unit moves to opposite side of target ally Reposition - Target ally moves to opposite side of unit
Weapons
Abraxas [ A | Mt: 4 | Rng: 1-2 | Uses: 20 | Worth: 8000 ] Seraphim [ C | Mt: 2 | Rng: 1-2 | Uses: 20 | Worth: 1800 | Sol Skill ] Miasma [ E | Mt: -2 | Rng: 1-2 | Uses: 20 | Worth: 0 ] Verrine [ B | Mt: 3 | Rng: 1-2 | Uses: 30 | Worth: 750 ] Death [ C | Mt: 2 | Rng: 1-2 | Uses: 35 | Worth: 550 ] Hades [ B | Mt: 3 | Rng: 1-2 | Uses: 20 | Worth: 2000 | +3 damage if attack skill in use ] Devil Sword [ E | Mt: 6 | Rng: 1 | Uses: 20 | Worth: 900 | If you roll an odd number you take raw die damage instead ] Sunstone [ Mt: 1 | Rng: 1/1-2 | Uses: 20 | Worth: 3000 | Sol Skill ] Moonstone [ Mt: 1 | Rng: 1/1-2 | Uses: 20 | Worth: 3000 | Lifetaker Skill ] Duskstone [ Mt: 1 | Rng: 1/1-2 | Uses: 20 | Worth: 3000 | Fury Skill ]
Terrain
Web - -2 DEF, fliers may cross freely, others may pass through by exhausting 1d4 extra movement or attack to allow passage.
Misc. Update
- Longshot: Using ranged weapon, roll 1d4 to deal damage to unit 1-3 spaces away (4 spaces away if using Longbow) - Rename Entrap to Ensnare, make cooldown 1 turn, target becomes trapped in new web terrain - Divine: [ B | Mt: 3 | Rng: 1-2 | Uses: 30 | Worth: 2500 ] - Shine [ C | Mt: 2 | Rng: 1-2 | Uses: 35 | Worth: 550 ] - Stun: damage taken +5 (increased from 3) - Fort: heals 5HP down from 10 each turn - Inn: May purchase meals - "Monster" unit type is being renamed to "Terror", as they are called in Shadows of Valencia, with the graphic used in that game as well. - Revenant unit type addition: Immune to poison. Can cross under the water, so long as they land on a space. - Transporter - Convoy: Extra inventory (allied units x5) that adjacent or same space allies can access. Excess items are automatically sent here instead of being dropped; passive - Caravan: May carry 3 allies; receive +1 movement, +3 damage dealt and -3 damage taken while carrying; passive --LVL 20-- Scavenge: May activate item pickup spaces a second time; passive
Nomad Rath Vice Captain
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Kowsauni
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Posted: Tue Dec 07, 2021 3:48 pm
Azeri takes a vulnerary from the guild office.
Posted: Tue Feb 08, 2022 7:13 pm
Azeri donates 1 light tome to the guild office and will keep her two second seals from the endless dungeon game.
Kowsauni
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Nomad Rath Vice Captain
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Posted: Thu Sep 01, 2022 7:39 pm
PATCH 7.1
WEAPONS
New Iron Blade [ D | Mt: 2 | Rng: 1 | Uses: 40 | Worth: 500 | SPD -1 ] Steel Blade [ C | Mt: 3 | Rng: 1 | Uses: 35 | Worth: 700 | SPD -2 ] Silver Blade [ B | Mt: 4 | Rng: 1 | Uses: 30 | Worth: 900 | SPD -3 ] Iron Greatlance [ D | Mt: 2 | Rng: 1 | Uses: 40 | Worth: 500 | SPD -1 ] Steel Greatlance [ C | Mt: 3 | Rng: 1 | Uses: 35 | Worth: 700 | SPD -2 ] Silver Greatlance [ B | Mt: 4 | Rng: 1 | Uses: 30 | Worth: 900 | SPD -3 ] Iron Poleaxe [ D | Mt: 2 | Rng: 1 | Uses: 40 | Worth: 500 | SPD -1 ] Steel Poleaxe [ C | Mt: 3 | Rng: 1 | Uses: 35 | Worth: 700 | SPD -2 ] Silver Poleaxe [ B | Mt: 4 | Rng: 1 | Uses: 30 | Worth: 900 | SPD -3 ] Wo Dao [ C | Mt: 3 | Rng: 1 | Uses: 20 | Worth: 1400 | Critical Skill, Myrmidon and Swordmaster only ] Naginata [ B | Mt: 3 | Rng: 1 | Uses: 20 | Worth: 2000 | DEF/RES +1 ] Mace [ B | Mt: 3 | Rng: 1 | Uses: 20 | Worth: 2000 | Inflicts BLD ] Kard [ C | Mt: 1 | Rng: 1 | Uses: 10 | Worth: 2200 | Effects Infantry ] Changes Devil Axe: 1d10 recoil damage Removing Devil Sword lol
SKILLS
Quickclaw (adjacent) & Maelstrom (indirect): When opponent initiates combat, deals back half the opponent's die roll, rounding up, unless super effective damage is dealt Critical: For clarification, the 2d4 are rolled independently of your normal attack roll in order to determine if your attack deals critical damage. Tear: For attack, roll three 6-sided dice and reduce the enemy's SPD by highest die result for one turn; Bird units only (3 turn cooldown)
ITEMS
New Rainbow Tonic [ Uses: 1 | Worth: 3500 | All stats +2 until end of current game ] Master Seal [ Uses: 1 | Worth: 2500 | Allows a unit to ascend to a higher tier class ] Lantern [ Uses: Acc | Worth 1000 | Increases sight in Darkness by 1 space ] Changes Torch [ Uses: 3 | Worth: 500 | Increases sight in Darkness by 2 squares for 3 turns ]
MAP TYPE
Darkness: This is the term that will be used when referring to instances of fog of war, night time, or just whenever there is not enough light to see. This field condition sets unit vision to 1, meaning they will only see the adjacent spaces around them and their own space. Beast units will have additional vision of 3 spaces while in Darkness. Sometimes while in Darkness, the terrain will still be partly visible, but no units will be able to be seen. Other times, the map will be completely hidden, but sometimes traversed spaces will allow you to remember the terrain as you explore the map.